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Vocations

A character’s vocation, or class, is the area in which they specialize or gain skills. There are currently five vocations in Kotoll.

Mage

Wielders of the elements, mages are capable of learning great and powerful spells. Each mage will have access to elements they can wield. If you are a bound mage, this is limited to one. If you are unbound, you can learn up to four. Within the elements that you can learn as a mage, there are basic spells and strengths you can use alongside the more customized ones you receive with leveling. For the elements themselves, these magics upgrade the higher in a tier you are.

  • Unbound Mages: Unbound mages scorn the restriction presented by a familiar. They will never master a single element, but can gain power in as many as four. They have access to more spells than mages who are bound. It’s broken down as follows: 1 element at paragon, 2 unique, 1 refined. These mages can, however, have a variety of spells within them that can combine the different elements they know. Consider this to be essentially a jack of all trades magic user.
  • Bound Mages: Bound mages have successfully communed and tied themselves to an elemental familiar. For bound mages, your familiar is your conduit to the magical world. You have entwined your power and your soul with a familiar, and as you grow stronger so too do they. In addition to the raw power of their element, a familiar can learn a limited number of spells. At T5, a bound mage can become one with their familiar for a short amount of time. They are limited to one element. This is the only type of mage that can reach the mastery level of divine.

Spells: Spells are unique ways your character wields their element. They are player-created with admin guidance. There are four types of spells: Refined, Unique, Paragon, and Divine.

  • Refined Enough to fill the palm of your hand.
  • Unique Enough to fill a 1x1m space.
  • Paragon Enough to fill a 3x3 space.
  • Divine Enough to fill a 5x5 space.
Spell Slots: These are unique spells your character can learn and their strength will be relative to the chart above. There will be the option to be able to swap out which spells you have in your spell slots in the future, so don't worry about having to struggle to decide on one, since you won't have to be stuck with it forever!

Please keep in mind, magic users are not immune to the elements they control, and care must be taken to either be prepared or not push their spells to a point where they damage themselves.

Magic

(Please click the tabs below to expand for more information.)

Fire Magic Information:

  • Refined: Begin to be able to manipulate fire. Can be used once per post and requires immense focus as well as a very large source of the element. (Ex. Needs a bonfire amount to use.)
  • Unique: Can manipulate fire within a 1x1m space. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs a torch to use.)
  • Paragon: Can manipulate fire within a 3x3m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs a lighter to use.)
  • Divine (Bound Only): Can manipulate fire within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Water Magic Information:

  • Refined: Begin to be able to manipulate water. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs a bathtub amount to use.)
  • Unique: Can manipulate water within a 1x1m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs a bucket to use.)
  • Paragon: Can manipulate water within a 3x3m space. Can be used once per post and requires a small amount of focus as well as a small source of the element. (Ex. Needs a cup to use.)
  • Divine (Bound Only): Can manipulate water within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Earth Magic Information:

  • Able to manipulate earth. Can manipulate plants, cannot make them grow. Can eventually create rocks and gemstones, etc.

  • Refined: Begin to be able to manipulate earth. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs whatever source of earth required to use for chosen result, such as clay would be needed to make pots.)
  • Unique: Can manipulate earth within a 1x1m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs a bag of whatever source of earth required to use for chosen result.)
  • Paragon: Can manipulate earth within a 3x3m space. Can be used once per post and requires a small amount of focus as well as a small source of the element. (Ex. Needs a vial of whatever source of earth required to use for chosen result.)
  • Divine (Bound Only): Can manipulate earth within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Wind Magic Information:

  • Refined: Begin to be able to manipulate wind. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs a gust of wind to use.)
  • Unique: Can manipulate wind within a 1x1m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs the equivalent of an industrial fan to use.)
  • Paragon: Can manipulate wind within a 3x3m space. Can be used once per post and requires a small amount of focus as well as a small source of the element. (Ex. Needs a handheld fan to use.)
  • Divine (Bound Only): Can manipulate wind within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Light Magic Information:

  • Refined: Begin to be able to manipulate light. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs a sunny day to use.)
  • Unique: Can manipulate light within a 1x1m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs at least an overcast day, during the daytime to use.)
  • Paragon: Can manipulate light within a 3x3m space. Can be used once per post and requires a small amount of focus as well as a small source of the element. (Ex. Needs a flashlight or streetlamp to use.)
  • Divine (Bound Only): Can manipulate light within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Dark Magic Information:

  • Refined: Begin to be able to manipulate darkness. Can be used once per post and requires a fair amount of focus as well as a large source of the element. (Ex. Needs nighttime to use fully.)
  • Unique: Can manipulate darkness within a 1x1m space. Can be used once per post and requires a medium amount of focus as well as a medium source of the element. (Ex. Needs a human sized shadow to use.)
  • Paragon: Can manipulate darkness within a 3x3m space. Can be used once per post and requires a small amount of focus as well as a small source of the element. (Ex. Needs any kind of shadow to use.)
  • Divine (Bound Only): Can manipulate darkness within a 5x5m space. Can be used once per post and requires little focus. Does not require a source of the element. (Your familiar is your source!)

Combining Elements

It is possible to combine elements as well to get a chosen result.
For example, if you want to make a hurricane you can either A) use wind magic if it's flood season and there's a lot of water around, or B) combine water and wind magic to create the hurricane.
Some other common combination examples:
  • Lightning (Wind/Light)
  • Dust Storms (Earth/Wind)
  • Metal (Fire/Earth)

Familiars

  • Familiars are different from companions, used by the Bound Mage class to help them master and control their element. These familiars can take a variety of shapes (designated in the flora and fauna for fancier shapes, though the rules of what it appears as will depend on what tier of mage you are.)
  • Familiars can have a name and have the ability to have their own spells.
  • They can also talk with the mage they are bound to.
Of course, if you have any questions don't hesitate to ask what's possible! Chances are if it makes sense, it's likely fine!

Militant

Militants are one of the most combat heavy classes you can pick. That being said, this class comes with three separate specializations that will allow for you to choose if you want to be up close and personal, a leader that guides the rest, or from a distance.

  • Fighters are the most face to face of the specializations, considered to be the melee class. In this specialization you will gain proficiency with hand to hand weapons and getting up close and personal.
  • Leaders are somewhat considered decent at both ranged weapons and close range weaponry, but their focus tends to be in working with their peers. This class is the most defensive of the three and will often have ‘troops’ they become in charge of.
  • Rangers Ranger is good for those that wish to specialize in bows and guns and other long range weaponry. They prefer to stay at a distance and unleash themselves.

Informant

If you like being sneaky and getting into the middle of things without anyone realizing you are, perhaps Informant is up your alley. This class allows you to be stealthy, learn important information, steal from your enemies, and sell your information to the highest bidder.

  • Office Informants are often the ones that become diplomats and work alongside regions/cities/families to help feed information and are often the first point of contact for them for any outside powers.
  • Field Informants are the ones that would be less tied to a region/city/family in that these are mostly lone wolf types. They’re the ones often out in the field gathering information and potentially shifting the playing field if they were to steal something of importance. It’s also common for Field Informants to be the ones that may sell their information to opposing powers.

Artisan

This class is the one that can be the most personalized. You don’t have to only be a crafter to be an Artisan. This class will suit you if you want to be a painter, dancer, musician, etc. If you have ideas, we want to hear it, and we will help you make a personalized progression tree that suits your character.

  • Please talk with admins on what your goal is and we will create that progression for you!

Items

Items range anywhere from plain, basic every day things, to fancy, unique, magical items. They're designated by grades, listed below:

  • Immigrant Level: Small items with no special abilities. Largely of aesthetic purpose or food. These would be considered Ordinary rarity items.
  • Proletariat Level: Medium items that tend to be functional or aesthetic. Refined grade potions heal a small amount of health. Refined grade items might also be weapons or armor without any added bonuses.
  • Specialist Level: Specialty items that may increase stat points by +1, heal a moderate amount of health, or give a one-turn buff. These are considered Unique rarity items.
  • Bourgeoisie Level: Specialty items that may increase stat points by +2, add a special quality to an object, heal a large amount of health, or give a two-turn buff. These are considered Acclaimed rarity of items.
  • Aristocrat Level: Items with magic properties. These are Paragon rarity items.
  • Divine Level: Especially high value items, crafted by master artisans. These can do anything between adding qualities to objects, and increasing stat points depending on what the divine item is.

Survivor

Survivors get two separate specializations that you can choose between. Do you want to be the one that goes out into the unknown and comes back with cool trinkets? Or are you more of a healer, wanting to be able to teach and mend those around you?

  • Doomsday offers you the ability to seek out traps and become one of the best scavengers out there. You can also lead expeditions with others in order to receive items or gear long lost.
  • Medic is the one to progress through if you wish to become someone who can teach and heal those around you. You get the opportunity to run your own clinics and to even open your own while also being able to progress to the rank of surgeon, where you can mend those that are badly injured or can perform complex medical procedures, including cosmetic surgeries.

Leveling Basics

As you spend time in Kotoll, your character will gain skills and stats, and you will be able to tailor and direct the areas where they grow. Below is a guide to the leveling system of Kotoll:

Tier Based Leveling

Kotoll’s leveling system works on the basis of Tier Levels (TL). Each vocation has 5 TLs. The current vocations are:


  • Mage
  • Militant
  • Informant
  • Artisan
  • Survivor

As your character gains experience in an area, they will be able to put points into that vocation’s base skills and, eventually, increase their TL. The requirements to level up each vocation can be found below, within the leveling tier subsection. When a character unlocks a new TL in a vocation, they gain all the skills associated with that TL, regardless of their primary vocation.

Every character can gain levels in any vocation; however, the number of times a character can level up is limited. A character can only reach TL5 in one vocation, TL4 in two vocations, TL3 in 3 vocations, and so on. This means that at maximum level, a characters vocation spread will look something like this: TL1 Mage | TL2 Informant | TL3 Survivor | TL4 Artisan | TL5 Militant

Your highest TL vocation is considered your primary. However, you do not need to keep the same primary vocation as you level up. For example, a character who joins as a TL2 Informant may opt to focus leveling up Mage; in that case, once they reached TL2 they would be able to choose Mage as their new PV. You can always change the vocation you choose to prioritize, just know that there are limits to how many vocations can reach a given level!

The option to respec your vocations will be added in the future.

Primary Vocation (PV): Your PV is the one you currently have the highest TL in. If you have equivalent TLs in more than one vocation, you must choose one as your primary. PV is used to calculate your character’s active income potential. During character creation, your choice of PV will affect starting skills and stats.

All characters start with their choice of PV at TL2.

Reaching T1: To reach T1 in a new vocation, you must reach 10 points in that vocation’s core stat. You can get these stats by threading with a character who is already at least T1 in that vocation, and doing something related to that vocation. The number of threads required is equal to the number you need to reach 10 points; for instance, a character with 5 DEX would need 5 threads with an informant to reach 10 DEX.

Core Stats

Stats are the objective measure of your character’s skill in a certain area, and should be viewed as a guideline to what they can accomplish IC. In addition to day-to-day flavor, skills play an important role in combat, creation, discovery, and other occurrences that require the roll of an OOC dice. As you progress through each class tier, you will be able to increase your abilities as you see fit. A character can never exceed 30 in any one stat.

  • Dexterity (DEX): Measurement of stealth and speed. A character high in dexterity will be better at spying, sneaking, and fleeing, as well as more aware of their surroundings. Dex is the core stat for Informants.
  • Prowess (PRO): Measurement of physical ability. A character high in prowess will be better at combat skills, brute physical strength, and weapon use. Prowess is the core stat for Militants.
  • Attunement (ATN): Measurement of connection to magic. A character high in Attunement will be better at channeling and controlling magic. Attunement is the core stat for mages.
  • Health (HLT): measurement of personal health and healing ability. A character high in health will be able to withstand more punishment, and restore more HP when healing others. Health is the core stat for medic-track survivors.
  • Fortune (FOR): Measurement of fortune, both inherently and the ability to create it. A character with high fortune will be able to craft higher value items, and will be more likely to encounter favorable random events in the world. Fortune is the core stat for scavenger-track survivors.
Stats can be gained in the following ways:
  • Training: A thread spent training a specific stat. At least 4 of your posts must be focused on training the chosen stat. A character can redeem 5 stats per season. As your stat level goes up, so does the cost to train them! It takes 1 finished thread per stat level 6-10, 2 for 11-15, 3 for 16-20, 4 for 21-25, and 5 for 26-30.
  • CEs: Some current events will give stat points as rewards for participating!

Core Quests

Each vocation has a core quest they must complete in order to progress in tier. Usually done by a group, CQs will be initially admin-run, though once a player reaches T4 in their vocation they will be able to run CQs themselves for leveling credits and rewards!

Mage | Pilgrimage

  • A pilgrimage is a time of reflection and expansion. Mages who participate in a pilgrimage will be expected to spend multiple days becoming attuned to the needs of their environment they live in. Mages make their first pilgrimage alone; all subsequent ones are done in the company of other mages.

Militant | Tournament

  • Tournaments are held often in Kotoll, and are a way for those who excel in martial arts to demonstrate and practice their skill. Often hosted by a militant or group of militants that have already found renown, they involve tests of prowess and may involve dueling, simulated skirmish, or even battling beasts.

Informant | Stakeout

  • When a higher ranking informant has a particular target in mind, they may enlist other spies to assist in information and infiltration. Whether orchestrated between noble houses, feuding merchants, or simple Plates vs Drench, stakeouts offer informants an opportunity to show just how sneaky they can be - or how adept they are at protecting their secrets!

Artisan | Workshop

  • A workshop is a gathering of artisans to exchange ideas and create new products. Under the guidance of a master craftsman, artisans of different specialties come together to produce a structure, performance, improvement, or item - the end result of which is a commission fee split between those who help!

Survivor | Expedition or Clinic

  • An expedition is just that: an exploratory journey into an area previously poorly mapped or explored. Varying in risk, expeditions may feature traps, beasts, or simply pleasant walks in the wood. The end goal of an expedition is to find something new, be it valuable lore or unique items.
  • A clinic is a gathering of medical minds to give back to the community. Often held in lower income areas, clinics offer free healing to anyone who needs it, as well as an opportunity for instruction from more experienced practitioners for those still mastering their crafts.

Leveling Tiers

Tier 1

General Requirements

  • None!

Requirements

  • Reach 10 Attunement.
  • 1 thread where your character studies magic with a T2 or higher mage.

General Mage Rewards

Null

  • Null | You are attuned to the null magic of the world and can cause vibrations of energy.

Requirements

  • Reach 10 Prowess.
  • 1 thread where your character practices fighting with a T2 or higher militant.

General Militant Rewards

Cadet

  • You can use a basic weapon of your choice without hurting yourself. Usually.
  • Basic weapon proficiency: add your PRO stat to all attack rolls.

Requirements

  • Reach 10 Dexterity.
  • 1 thread where your character practices spying with a T2 or higher informant.

General Informant Rewards

Sneaky

  • You're extra sneaky. Sneak sneak sneak.

Requirements

  • Reach 10 in any stat.
  • 1 thread where your character practices their craft with a T2 or higher artisan.

General Artisan Rewards

Creative

  • Your mom always tells you she likes what you make.
  • Choose a specialty.

Requirements

  • Reach 10 Fortune OR Health.
  • 1 thread where your character explores with a T2 or higher survivor.

General Survivor Rewards

Scavenger

  • You've managed to stay alive this long. Congrats!
  • You can bring an unconscious character back to consciousness (1HP).

Tier 2

Unlock the ability to generate active income from your class.

General Requirements

  • Meet 4 characters

Requirements

  • Reach 12 Attunement.

General Mage Rewards

  • Attuned | Gain resistance to one element.

Acolyte

  • Choose one element for refined channeling.

Requirements

  • Reach 12 Prowess.

General Militant Rewards

Soldier

  • Advanced weapon proficiency: once per thread, you can choose to roll with advantage when using your chosen weapon.
  • Four times per season you can be paid to train with another character.
  • You have basic proficiency in any weapon you pick up.

Requirements

  • Reach 12 Dexterity.

General Informant Rewards

Spy

  • Can roll a DEX challenge to detect spies in your thread.
  • Advantage on evading in combat.
  • Can sell information.
  • Roll with advantage on stealth checks.

Requirements

  • Reach 12 in any stat.

General Artisan Rewards

Novice

  • Can craft 3 items per season.
  • Can sell 3 items per season.
  • Can sell products to NPC store for half value.
  • Can craft D-grade items.

Requirements

  • Reach 12 Fortune OR Health.

General Survivor Rewards

Vagrant

  • You know basic first aid. In combat, you can perform basic healing (three post cool down).
  • You are a particularly good finder. Twice per season you can scavenge an item (rarity based on roll + FOR modifier).

Tier 3

Unlock multiclass abilities.

General Requirements

  • Participate in 1 CE.
  • Meet a character with T2 or above in a vocation, one per vocation.

Requirements

  • Reach 15 Attunement.
  • Embark on a pilgrimage.

General Mage Rewards

  • Enlightened | Gain resistance to a second element.

Unbound Tree Rewards

Conjurer

  • Choose your second element for refined channeling. Your first element can be upgraded to unique channeling or left as refined.
  • Gain two refined spell slots.

Bound Tree Rewards

Disciple

  • Your chosen element gets upgraded to unique channeling.
  • Your familiar can take on the size and form of a small animal. It can be summoned for 2 posts with a 2 post cooldown, and cannot go more than 20 feet away from you.
  • Gain one refined spell slot.

Requirements

  • Reach 15 Prowess.
  • Participate in a tournament.

General Militant Rewards

  • +3 Health

Fighter Tree Rewards

Brawler

  • Master weapon proficiency | Once per thread you can choose to double your damage dealt, BEFORE seeing the roll.
  • Gain advanced proficiency with a new melee weapon.

Leader Tree Rewards

Captain

  • Master weapon proficiency | Once per thread you can choose to double your damage dealt, BEFORE seeing the roll.
  • Rallying Cry | Once per thread you can rally your troops, giving all allies in sight advantage on their next roll.

Ranger Tree Rewards

Sharpshooter

  • Master weapon proficiency | Once per thread you can choose to double your damage dealt, BEFORE seeing the roll.
  • Gain advanced proficiency with a new ranged weapon.

Requirements

  • Reach 15 Dexterity.
  • Participate in a stakeout.

General Informant Rewards

  • Sticky Fingers | Can attempt to steal an item once per season.

Office Tree Rewards

Diplomat

  • Intercept a piece of correspondence once per season. (Message determined by random dice roll).
  • Forge a piece of correspondence once per season.

Field Tree Rewards

Surveiller

  • Can spy on a thread where your character would reasonably be for one post.
  • Can roll a DEX check to avoid being targeted in combat (lasts 1 post with 3 post cooldown).

Requirements

  • Reach 15 in any stat.
  • Participate in a workshop.

General Artisan Rewards

Journeyman

  • Can participate in team crafting projects (craft with different specialties to make specialized items).
  • Choose a second specialty.
  • Can craft C-grade items.
  • Unlock an extra item slot.

Requirements

  • Reach 15 Fortune OR Health.
  • Participate in an expedition OR clinic.

General Survivor Rewards

  • Survivalist | Gain resistance to all environmental damage.

Doomsday Tree Rewards

Adventurer

  • You have advantage against triggering traps.
  • You have increased perception in CEs.
  • Once per season you can attempt to scavenge a unique piece of lore.

Medic Tree Rewards

Nurse

  • You can heal medium injuries.
  • Advanced healing: add your HLT modifier to a healing roll. (three post cool down).
  • You can lead clinics.

Tier 4

General Requirements


  • Participate in 3 CEs.
  • Visit all boards in your region of residence.

Requirements

  • Reach 18 Attunement.
  • Participate in a pilgrimage.
  • Assist with 2 bounties / commissions / expeditions.

General Mage Rewards

  • Wizardry | Gain resistance to a third element.
  • You can lead pilgrimages.

Unbound Tree Rewards

Clairvoyant

  • Choose your third element for refined channeling. Either previously learned element can be upgraded to unique.
  • Gain one refined spell slot.
  • Gain one unique spell slot.

Bound Tree Rewards

Adept

  • Your chosen element gets upgraded to paragon channeling.
  • Your familiar can take on the size and form of a medium sized animal, can be summoned for 2 posts with a 1 post cooldown, and cannot go more than 50 feet away from you.
  • Gain one refined spell slot.
  • Gain one unique spell slot.

Requirements

  • Reach 18 Prowess.
  • Participate in a tournament.
  • Complete 2 bounties.

General Militant Rewards

  • Bloodlust | You can attack twice per round.
  • You can host tournaments.

Fighter Tree Rewards

Champion

  • Master weapon proficiency.
  • You can dual wield melee weapons.

Leader Tree Rewards

Colonel

  • Gain advanced proficiency with a new weapon.
  • Shrug it Off | Once per combat, choose to take half damage from an attack.
  • Fight Me! | Once per thread, challenge an enemy. They will focus attacks on you for the next 2 rounds.

Ranger Tree Rewards

Marksman

  • Master weapon proficiency.
  • Crit Master | Your critical hit threshold is dropped by 10%.

Requirements

  • Reach 18 Dexterity.
  • Participate in a stakeout.
  • Intercept / forge 2 items of correspondence OR spy on 2 threads.

General Informant Rewards

  • Disguise | Can adopt an alternate persona.

Office Tree Rewards

Counter-Intelligence

  • You can attempt to see through alternate personas.
  • View an entire correspondence once per season.
  • Forge an entire correspondence once per season.
  • Attempt to intercept plot-important information correspondence.

Field Tree Rewards

Infiltrator

  • Spy on an entire thread where your character would reasonably be once per season.
  • Spy on a thread where your character should not be for one post.
  • Attempt to spy on a plot-important interaction once per season.

Requirements

  • Reach 18 in any stat.
  • Participate in a workshop.
  • Complete 2 commissions.

General Artisan Rewards

Master Craftsman

  • Can craft B-grade items.
  • Open a dedicated store (+20 lasti per season).
  • Choose a third specialty.
  • You can run workshops for bonus rewards.

Requirements

Scavenger Tree:

  • Reach 18 Fortune.
  • Participate in an expedition.
  • Make 2 unique lore discoveries.

Medic Tree:

  • Reach 18 Health.
  • Participate in a clinic.
  • Heal 2 large injuries

General Survivor Rewards

  • Lucky | Once per thread, add your FOR stat to any roll.

Doomsday Tree Rewards

Intrepid

  • Once per thread, re-roll a crit fail.
  • You passively detect traps.
  • You can lead expeditions for bonus rewards.

Medic Tree Rewards

Doctor

  • You can heal large injuries.
  • You passively heal half your HLT modifier per post in combat.
  • You can run clinics for bonus rewards.

Tier 5

General Requirements


  • Participate in 3 CEs (6 CE total)
  • Help another character reach T4 in their vocation.
  • (TBD)

Requirements

  • Reach 20 Attunement.
  • Lead a pilgrimage.

General Mage Rewards

  • Archmage | You are fully resistant to magic attacks.

Unbound Tree Rewards

Elementalist

  • Choose your fourth element for refined channeling. You can upgrade one element to paragon level channeling.
  • Gain one refined spell slot.
  • Gain one unique spell slot.
  • Gain one paragon spell slot.
  • Blood for Power | Once per thread you can sacrifice 20% of your HP to double the power of a spell.

Bound Tree Rewards

Oracle

  • Your chosen element gets upgraded to divine channeling.
  • Your familiar is permanent, and takes on the form and abilities of a mythical animal. It cannot go more than 100 feet away from you.
  • Once per thread you can fully bond with your familiar, granting you the abilities of their form. This union lasts up to 3 posts.
  • Gain one unique spell slot.

Requirements

  • Reach 20 Prowess.
  • Lead a tournament.

General Militant Rewards

  • Juggernaut | You are fully resistant to melee attacks.

Fighter Tree Rewards

Warrior

  • Advantage on all melee attacks.
  • Gain a unique melee weapon with master proficiency.

Leader Tree Rewards

General

  • Advantage on all defense rolls.
  • Gain a unique defensive item with master proficiency.

Ranger Tree Rewards

Deadeye

  • Advantage on all ranged attacks.
  • Gain a unique ranged weapon with master proficiency.

Requirements

  • Reach 20 Dexterity.
  • Lead a stakeout.

General Informant Rewards

  • Snatch! | Can attempt to kidnap a person once per season.

Office Tree Rewards

Spymaster

  • Your correspondence cannot be intercepted except by another spymaster.
  • Your correspondence cannot be forged except by another spymaster.
  • Gain a unique item or ability geared toward spycraft.

Field Tree Rewards

Ghost

  • Spy on any thread twice per season.
  • Your threads cannot be spied on except by another ghost.
  • Gain a unique item or ability geared toward spycraft.

Requirements

  • Reach 20 in any stat.
  • Lead a workshop.

General Artisan Rewards

Mogul

  • 20% discount on NPC store items.
  • Can craft A-Grade items.
  • Can craft one unique item per season.
  • Upgrade your store (+50 coin per season).

Requirements

Scavenger Tree:

  • Reach 20 Fortune.
  • Lead an expedition.

Medic Tree:

  • Reach 20 Health.
  • Lead a clinic.

General Survivor Rewards

  • Unkillable | Gain resistance to all damage.

Doomsday Tree Rewards

Survival Expert

  • Once per season, advantage on scavenging an item.
  • Gain a unique survival item.

Medic Tree Rewards

Surgeon

  • You can heal massive injuries.
  • Can perform complex medical procedures, including cosmetic surgeries.
  • Master Healing | Restore a full pip of HP to an ally (three post cooldown).
  • Open a dedicated clinic (+50 coin/season).
  • Gain a unique healing item.