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DakotaKrout
DakotaKrout

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Untapped ~ Joe’s Current Character Sheet

Name: Joe ‘Tatum’s Chosen Legend' Class: Reductionist

Profession I: Arcanologist (Max)

Profession II: Ritualistic Alchemist (7/20)

Profession III: Grandmaster’s Apprentice (15/25)

Profession IV: Ritualistic Metalworker (3/20)

Profession V: Ritualistic Numerologist Novitiate (1/5)

Profession VI: Arcane Enchanting Theorist (0/5)

Character Level: 30 Exp: 465,000 Exp to next level: 31,000 (Locked.)

Rituarchitect Level: 13 Exp: 87,450 Exp to next level: 3,550

Reductionist Level: 11 Exp: 68,075 Exp to next level: 9,925 

Hit Points: 3,812/4,171

Mana: 8,888/11,933

Mana regen: 120.09/sec

Stamina: 1,331/2,233

Stamina regen: 6.85/sec

Characteristic: Raw score

Strength (Bound): 278

Dexterity: 277

Stoic Constitution (Broken!): 139

Light Intelligence (Bound): 283

Wisdom: 270

Dark Charisma: 229

Karmic Perception: 280

Luck: 223

Karmic Luck: 99 → 100

Traits:

Equipped Titles:

Tatum’s Chosen Legend. You are the Legendary Chosen of a deity and have earned his respect. Effect: 

Architect of Artifacts. Effect: Any action you take that will result in the construction of a new structure will boost the building's overall statistics and potential boosts by 10%!

Monarch of Mana (Upgradable).You are the Monarch of Mana, the first person to reach a mana pool so vast (10,000) that releasing it in one burst could permanently change a kingdom-sized portion of a planet. 

Held Titles:

Councilman Of Novusheim (pending removal).

Combat Skills:

Corify (Student VII → Journeyman VI), improved by combining the infused deity-empowered remnant stardust from Cone of Cold, this spell now applies the 'Brittle' debuff when on hit. Effect:

Cost: 100 mana. Cooldown: 5 seconds. 

Dark Lightning Strike (Expert III) → Dark Chain Lightning (Expert III). No longer are you reaching up to strike your foes from on high. Instead, a consecrated bolt of dark lightning unleashes from your hand to your target. Effect: 

Exquisite Shell (Open Lattice) (Expert 0). This evolution allows the Exquisite Shell to be maintained and repaired with conscious effort. Effect: 

Mana Reserved: 10% of total mana used to cast.

Haunting Shadows (Master I). Empowered by a massive amount of divine mana.

What was once reactive has become relentless. Your connection to the shadow realm is no longer just a defense mechanism: it is a dark mirror of your intent, reflecting lavender light. Effect:

This spell is now a fully toggleable passive, and will only not activate on your behalf should you preemptively choose to turn it off. This will only turn off the active retaliatory effect, not the percentage-based chances of generating a shadow echo. You may also choose to cancel the haunting manually. Vengeance need not be cruel.

Lay on Hands (Expert III). Elevated by blending the divine residue left behind by Mental Manipulation Resistance, this spell now anchors clarity into the healing touch. Effect:

Mana Cost: 5n. Cooldown: 3 seconds.

Mass Resurrection Aura (Student VII). This is a spell granted only to the champion of a deity, and only one follower may have this spell at a time. Effect: 

Upon activation, you will lose access to all mana for 60-n minutes, where n = skill level.

Neutrality Aura (Expert 0). Improved to its maximum possible potency by combining the infused deity-empowered remnant stardust from Acid Spray, this aura now dissolves corruption, filth, and residue. A cleansing field of stability surrounds the caster, promoting equilibrium between self and environment. Effect:

Range: 0.25n → .3n feet by absorbing the Journeyman bonus. Mana Reserved: 10% of total mana used to cast.

Planar Shift (Journeyman IV). Awakened by the sacred stardust dust from Mend to weave regenerative threads into the bond between summoner and summoned. Reach through the veil and call forth entities from beyond the known planes, bound by pact, intent, and ritual. Each summoned being is tethered to a living page within a divine summoning tome, detailing their nature, bindings, and dismissal rites. Effect:

Body and Mind Skills:

Artisan Body (Refined) (Student VI). Your body is a canvas of progress, your mind a whetstone for potential. Every action, conscious or not, subtly shapes you. The path of refinement welcomes the steady hand and persistent heart. Effect:

This passive bonus is automatically applied to the qualifying action and requires no activation.

Battle Meditation (Expert 0). A passive breathing pattern enhanced with the flavor of Mental Manipulation Resistance, which stabilizes thought and precision under duress. Those who wield exotic weapons find clarity in the rhythm of conflict itself. Effect:

Coalescence (Journeyman VII). Through deep internal refinement, your mana becomes denser, more efficient, and easier to access. 

Effect:

Combat Ritual Orbs (Journeyman VIII). Improved by combining the infused deity-empowered remnant stardust from Polearm Mastery, making the orbs more aggressive and responsive. Effect:

Essence Cycle (Journeyman IX → Expert IV). By powering your eyes with mana, you will be able to see the energy in all things. Practice will be needed in order to be able to ignore the ambient power in the environment. Higher levels of this skill will allow for more detailed studying of the energies. Masters of this skill are rumored to be able to perfectly learn spells simply by seeing them a single time. Effect:

Cost: 40 mana per second.

Magical Synesthesia (Student II). Infused with the collapsed brilliance of deity-gifted skill matter once held by Message and Hidden Sense, you have unlocked the voice of magic itself. Effect:

Mana Manipulation (Journeyman VII). You wield your internal mana with precision and intent, mastering its flow as both fuel and form. The bonuses you’ve earned have been made more cohesive.

Effect:

Mental Manipulation Resistance (Journeyman III → Novice I). The skill you cast away returned on its own, slipping back into your mind like a shadow through a cracked window. It refuses to be forgotten. It grows in silence, returning stronger than ever. 

Some thoughts are hard to kill. Effect:

Omnivault (Master IX). The ground has never been your friend. You have only ever seen it as something you must use as a launch pad to reach greater heights. Now, you are getting ever closer to a higher form of movement. Effect:

Teaching (Journeyman II). The ability to transfer knowledge is powerful, and you’ve slowly come to recognize its potential. Effect: 

Crafting Skills:

Alchemical Rituals (Apprentice V). Condensed by the sacred particulate which was all that remained of Ritualistic Alchemy, your alchemy has become purpose-bound to ritual casting. For you, alchemy exists to serve your rituals and nothing else. Effect:

Ascendant Matrix (Max). Your control over the reduction of mass to aspects has reached a precision so refined that even metaphysical loss is negated.

Beam to Bifrost. (Max). Divine mana has infused this spell with a touch of shadow. Using this spell sends you directly into the Bifrost, the cosmic crossroads, from which you may choose your next destination. Effect:

Enchanted Ritual Circles (Student II) → Empowered by stardust saturated with divine intent, reclaimed from your Enchanting (General), the base intent of this skill has been reimagined. Effect:

Magical Matrices (Journeyman V). Shaped by threads of deity-infused stardust, once core to Query, intuition has been threaded into logic, nudging your calculations toward brilliance. Math, the eternal adversary of adventurers, has become your silent ally. This skill enhances your capacity to integrate higher mathematics into magical diagrams and ritual-based systems, allowing you to design structures and spellwork with unparalleled precision. Effect:

Natural Magical Material Creation (Journeyman 0). Infused with a hint of flavor from the saturated stardust of ‘Pierce the Darkest Night’, this is the perfect skill for those with a huge amount of raw mana and no real outlet for it, and it tends to lead to dangerous experiments! Sounds perfect for you. Effect:

Ritual Circles (Master II). The creation of ritual circles is a meticulous and tedious process that few have the patience or prowess to pursue. Having pulled the majority of the power from the ‘Pierce the Darkest Night’ title, you are now able to pierce the ownership layer and contest for control of active ritual circles. This is a subskill of the Ritual Magic category. Effect:

Ritual Duplication (Apprentice 0). This spell allows you to effortlessly clone an existing ritual with just a touch, transferring all of the magical symbology, geometry, intention, component requirements, and mana requirements to a new ritual circle. Skill Mechanics: Touch an inactive ritual. Use this spell. Done. 

Limitations: Only rituals of the same rank or lower can be duplicated. No edge-case nonsense, Joe.

Effect: 

Immutably Unique: Only one entity in existence can hold this spell.

Ritual Magic (Master VII). Reshaped by the flow of divine energy through the Reductionist class, this core class skill has been altered to better reflect your specializations. This is the cornerstone skill of the Ritualist class and is the thread that ties together theory, practice, and power. Effect: 

Ritualistic Forging (Expert II) → Infused with shimmering ashes of the sacrificed skill Infernal Conflagration, your forge no longer needs fire. Your hammer is the flame. Effect:

The associated hammering pattern ‘Harmonics of Metal (Expert)’ has evolved into ‘Mantra of Metal (Master)’.

Somatic Ritual Casting (Journeyman VII). Bathed in the divine afterglow of stardust expelled by the collapse of both Words of Power (Written) and Spellbinding, this skill has been refined by Glyph and Bind. Effect: 

Lore Skills:

Alchemical Lore (Journeyman VI). Many are satisfied with the end result of their potions and simply follow the recipes to the letter time and again. You have started to dive deeply into the why of alchemy. Effect:

Architectural Lore (Journeyman VII). Allows you to fine-tune architectural blueprints that you find or create. This will allow you to increase the quality of structures and decrease the cost of building them. Effect:

Calculus and Number Theory (Journeyman IV). The study of calculus and number theory is extremely useful in nearly all fields of magical crafting, ritual work, blueprints, and template design. There are very few areas within crafting untouched by this type of lore. Effect:

Celestial-Arcane Interaction Lore (Journeyman III). You have taken a huge leap forward and understanding how the celestial bodies of the universe interact with the Arcane energies that you are tapping into. Increasing your understanding will allow you to increase your understanding faster. Effect: 

Enchanting Lore (Journeyman VIII). Your understanding of enchantments goes beyond function—you study the intricacies, the weave, and the purpose behind every layer. Effect:

Knowledge (Journeyman VI). You tap into the Weave, searching for the secrets of this world. Patterns, insight, and structure unfold before your mind. Effect:

Mana Cost: 2000. Cooldown: 18 hours

Ritual Lore (Journeyman IX). You don’t just perform rituals—you dissect them, refine them, and reshape their very structure. Your understanding lets you manipulate the foundations of ritual magic with precision. Effect:

Smithing Lore (Expert 0): There are depths to every craft which are difficult to dive into, but as the skill progresses, you will not be hitting metal with a hammer; you will be forging. Effect: 

Comments

I think he has an overabundance of trash tier aspects. Both from just normal acquisition and from his natural aspect jar generating them.

Mike Rylander

I hope he finds a way to link neutrality aura with a trash aspect jar

Daniel Bellick

I'm gonna guess it's the mental manipulation coming back. That 300% growth gain puts him on a timer to find a way to not go crazy.

redstonegenious

So wonder what the unsavory issue is guessing mental manipulation or infernal eating materials

Michael Corey


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