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	<title>Risenholm - User contributions [en-gb]</title>
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	<updated>2026-05-06T15:51:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=558</id>
		<title>Risenholm, Within and Without</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=558"/>
		<updated>2020-12-25T19:56:23Z</updated>

		<summary type="html">&lt;p&gt;Apurpleball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The young settlement of Risenholm was built from the trees and ruins that once held the space it now occupies. Nestled between the high cliffs and the immense woodlands of the Suthwood, Risenholm has swiftly grown from some makeshift shelters amidst crumbling ruins into the burgeoning village the Risen reside in today.&lt;br /&gt;
&lt;br /&gt;
Restoration and new construction continue in recent days - with new Risen being brought to purpose much quicker than the early times as efforts to understand and protect the Well have borne fruit. The Risen themselves are a diverse people consisting of many unique ancestries, and although their memories of their old cultures has been lost in the Well, the Risen are generally known as an industrious and tenacious people who banded together against the elements to thrive in this still unknown world.&lt;br /&gt;
&lt;br /&gt;
The wilderness surrounding the settlement is yet untamed, with many Risen wisely choosing to stay within a safe distance of the Well. Those who brave the wilds frequently and press into the Scars for adventure, although impressive to some residents, are looked upon as foolhardy by others. The Well ensures the Risen have a near-immortal existence, but the wilds are full of obvious and not so obvious dangers. Many souls since the founding have gone wandering simply to not return, even by the Well’s magic. &lt;br /&gt;
&lt;br /&gt;
While an ever present melancholy lingers about the dreary Suthwood and coastline surrounding Risenholm, the settlement itself enjoys a relative peace and comfort with its constantly guarded gates and close knit community. Risen who adventure out into the wilds are not only drawn back for the tangible comfort of the Well’s waters, but for needed respite against an oppressive and isolating existence beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Due to everyone being amnesiacs, the idea of identity has been in flux since the first Risen dragged themselves from the Well. The early ideology of Risenholm was that you are not some cobbled together set of old memories, but the person in the current moment. Therefore, whatever name you emerged from the Well with might not be as important compared to what name you take for yourself.&lt;br /&gt;
&lt;br /&gt;
This has led to many ‘fashions’ within naming. One of the more notable is the practice of exchanging names in marriage, though there is little consistency there. Some partners choose one of their existing surnames, others opt for a new name entirely. Others still agree they’re married but don’t change their names as a sign of independence. Another is for elves to fashion their well-given name into a simpler form so that it can be more easily spoken. Isabella Fordren is a prominent member of the group of elves who agree to this movement.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reeves are Risenholm’s defenders and police force. Tarnished by the betrayal of their once founder and captain, they now fight to maintain their importance in Risenholm, despite having their influence torn away from them from all sides.&lt;br /&gt;
Originally there was only one Reeve, Thommald Vollan, who was given his role by the Elder after he was the first person to venture into a scar and return safely. This was intended as a simple administrative and defensive role to ensure that the various materials coming into town did so safely, and ensure people were getting their fair share. As the population increased, Thommald recruited others to take up the Reeve role with him, mostly from the logging community who he had the closest ties with. As logging slowed, and the Millers took over custodianship of the harvest, the Reeves have since shifted into being almost exclusively protectors and law keepers.&lt;br /&gt;
&lt;br /&gt;
Since Thommald’s exile, his son was appointed Captain by his mother, Elder Agnes Vollan. Once named after his father, he has rejected his birth name and currently is only referred to as ‘Captain Vollan’ (though many derisively still refer to him as ‘Junior’). While many (perhaps save Grillsson and his crew) are reluctant to openly speak about the sins of the father and the burden the son must carry, there is still a palpable sense of unease among the residents when the topic of the Captain’s bloodline comes up in conversation. He has since taken a less active role in the community, choosing instead to focus on his considerable abilities as an unmatched warrior and apply them towards frequent rangings into the wilderness. Some have speculated that he searches for his exiled Father, though it is debated whether he seeks to enact his own justice or to join his cause against Risenholm.&lt;br /&gt;
&lt;br /&gt;
Presently, the Reeves’ day to day operations are coordinated by the Captain’s second in command, Quartermaster Olivia Hawke. A woman in her middle years, she is known for her icy demeanor and no nonsense approach to command, in direct contrast with the Captain’s relaxed and rankless style of leadership. With her superior frequently absent from town, Olivia has taken to instilling a more disciplined flock of Reeves, so that their dedication and loyalty will be beyond question. She has been outspoken in her drive to expand Risenholm’ influence to the surrounding area, and believes firmly in an ‘aggressive defensive doctrine’.&lt;br /&gt;
&lt;br /&gt;
Reeves characters can expect to serve as the forefront of Risenholm’s martial defenders, law keepers and to be involved with pacifying areas ready for further expansion. While most Risen are expected to resolve matters among themselves, the Reeves serve as the authority that is needed when a matter needs an impartial party, whether diplomacy or force is required. &lt;br /&gt;
Reeves begin and usually end their careers in the muster as a Sprout, a sometimes derogatory title used internally. The few who prove their mettle to Olivia or veteran Reeves may earn a unique nickname - this typically signifies the end of a Reeve’s time as a Sprout.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Millers are a guild of inventors, craftsmen, and magi who work at the behest of the founding and still current Architect Isabella Fordren and her husband. They own and operate the Fordren Mill, a marvel that has quickly evolved from a simple mill into an incredible foundry of technological and magical wonders that has emerged from years and years of research. In recent years they have begun focusing on research in the Scars and have begun recruiting all sorts to tend to their field work.&lt;br /&gt;
&lt;br /&gt;
Even if their focus has changed, some craftsmen traditions have remained in the everyday life of the Millers. The veteran members of the Guild are fiercely protective of their secrets and newly joined &amp;quot;apprentices&amp;quot; are usually sent on mindless efforts of labor or unexplained research to amass ridiculous amounts of data to earn their keep. This has led some of their critics, especially those who have since left the organization since the re-prioritization to Scar research, to argue that the organization has become incredibly wasteful and absent of practical purpose in these trying times.&lt;br /&gt;
&lt;br /&gt;
Miller characters can expect to be field agents for the organization, performing bizarre experiments with purposes that aren&#039;t fully explained or gathering esoteric knowledge and resources for the Mill itself. Those who manage to rise in the ranks will be granted mentoring, resources and agents to pursue their own projects.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dredgers are a hardy band of fishermen, spelunkers, trawlers and other miscellany who inhabit the caves beneath Risenholm. While the group had no official leadership for a number of years, they eventually settled on Markus Grillson,  a polarizing figure who is as loved by some as he is hated by others. The ‘Big Fish’, as he is often called, is the most outspoken against Agnes Vollan for her role in her husband’s actions, and has been championing a change in leadership since his exile.&lt;br /&gt;
&lt;br /&gt;
The organisation has attracted an informal band of unlikely allies who divide their time between Grillson’s cause, and the practical tasks of feeding the town. Never one to miss an opportunity however, the Big Fish has used the recent food shortages to lever more power for himself and his loyal thugs. When previously they were seen as little more than an unruly but necessary part of Risenholm’s community, they are increasingly growing into a power bloc capable of contending with the big two factions on the town’s surface.&lt;br /&gt;
&lt;br /&gt;
Dredger characters can expect to be people in the Big Fish’s trust, performing underhanded deeds to further what they hope to be a noble cause. Those who prove themselves may rise in the Big Fish’s esteem, but the real prize to a Dredger is the chance to truly change Risenholm for the better.&lt;/div&gt;</summary>
		<author><name>Apurpleball</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=%22Power%22&amp;diff=329</id>
		<title>&quot;Power&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=%22Power%22&amp;diff=329"/>
		<updated>2020-12-21T18:12:31Z</updated>

		<summary type="html">&lt;p&gt;Apurpleball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Power is the loose term associated with being able to achieve things through supernatural abilities. Risen are capable of harnessing Power through a nearly endless amount of ways, but the most common and blatant manifestations of Power comes from invoking magic. &lt;br /&gt;
&lt;br /&gt;
When asked where one can acquire more Power, most Risen agree that it is through dedication towards something that makes one more capable of harnessing the supernatural. Whether that dedication be strict and disciplined training, a relentless pursuit of forbidden knowledge, or harnessing the very life around you, it is the daring and adventurous that finds their body becomes a ready conduit for this mysterious force.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Arcane Arts&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The discipline of the so called “arcane” is defined by shaping Power that flows from Scars into magic. The first practitioners  who harnessed this power likened it to visualizing and directing a “flow” of the Scar’s influence into a tangible spell in reality. Since then, analogues to wind and water have become commonplace when practitioners speak of their magic.&lt;br /&gt;
&lt;br /&gt;
After almost a decade of study, arcanists have managed to identify a large number of spells that could conjure an echo of energy from a nearby or distant scar. A fireball, for example, draws destructive force from nearby Scars featuring burning debris or explosive conflicts. The difficulty and dangers in uncovering new spells has not been lost on the Risen, as it is generally agreed that it would likely require the creation or disruption of a Scar.&lt;br /&gt;
&lt;br /&gt;
Wizards have typically dedicated no small part of their Risen lives studying the known flows of Power and methodically weaving it to harness a wide variety of spells. Sorcerers however use an intuitive sense on how to weave the flows - preferring to directly pluck the Power from the stream itself to shape the spell into what it wants to be. &lt;br /&gt;
&lt;br /&gt;
Bards are a curious outlier. Their Power is intuitive, looking and feeling quite similar to sorcery, yet they are able to occasionally tap into flows emanating off the Risen around them. Some have theorized that they are unconsciously harnessing Power that lies “between” the flows and life itself - a middle ground between arcane, primal and divine forces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Primal Forces&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Upon and within every living creature is the potential for Power, drawn forth by those attuned to the energy of life itself. Druids and Rangers can conjure forth the most obvious manifestations of this force, but primal energy is latent within all Risen who seek to push their bodies beyond what is considered their limit. A rush of adrenaline to assist a warrior in kicking down a door is one thing - the Power to bend a portcullis open with their hands is quite another matter.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Religion&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
There are many who believe Power is not something simply to be handled, but something that is granted or earned through their service to a cause or entity. References and remnants of monuments to various Gods and distant creeds have, from what the Risen can gather, existed in the world for countless years. The old words and tenets struck true to many of the Risen, and some have found they can harness Power through their devotion. &lt;br /&gt;
&lt;br /&gt;
Paladins were among the first in the Risen to grasp this aspect of Power, finding themselves infused with it as they spoke - and adhered to, Oaths. Typically these Oaths are extremely strict, requiring a dedication beyond maintaining a simple code of conduct or morality. &lt;br /&gt;
&lt;br /&gt;
Clerics are those who have devoted their lives to a particular entity, beseeching Power from it to see its ideals realized and to ensure it is never truly forgotten. Remnants of lore and the dogmas of various deities have been recovered from the Suthwood and surrounding ruins, listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Religions]] for more&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apurpleball</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=325</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=325"/>
		<updated>2020-12-21T17:13:05Z</updated>

		<summary type="html">&lt;p&gt;Apurpleball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment.&lt;br /&gt;
&lt;br /&gt;
A table of available skills and some examples of use outside of combat is below. In general: &lt;br /&gt;
*Skills are not tied to fundamental combat attributes like AB, AC, or Saves in any capacity. &lt;br /&gt;
*All skills are available to every class as a class skill.&lt;br /&gt;
*Most classes gain 6 skill points per level. Bard gains 8, and Rogues gain 10.&lt;br /&gt;
*Intelligence does not give you additional skill points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Base Attribute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Mechanical Effects&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Found on Loot Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|The ability to perform tasks that typically require coordination and grace. Balancing on narrow surfaces, performing graceful tumbles, and squeezing through tight spaces are examples of an acrobatic character.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Prevents attacks of opportunity when moving around.&lt;br /&gt;
|Chest, Boots&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substance&#039;s properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Gives 1% bonus chance per skill level to refund materials when brewing potions and crafting runestones.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Animal Handling&lt;br /&gt;
|The ability to intuit the disposition of an animal and guide it towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action are hallmark actions of a master animal handler.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Use to charm animals.&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Appraisal&lt;br /&gt;
|The ability of a character to estimate the (typically monetary) value of an object. Sorting out junk from antique treasures, spotting a forgery, and knowing general mercantile trends are activities of a master appraiser.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Arcana&lt;br /&gt;
|The knowledge a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Identifies cast spells, affects counterspell.&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Athletics&lt;br /&gt;
|The ability of a character to perform feats of physical prowess. Leaping down from a high balcony without injury, holding your breath underwater for long periods of time, and outrunning pursuers over a seemingly endless marshland are hallmark fears of an athletic character.&lt;br /&gt;
|Strength&lt;br /&gt;
|Provides a 1% movespeed bonus per rank when utilizing the &#039;&#039;Dash&#039;&#039; action&lt;br /&gt;
|Chest, Boots&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Deception&lt;br /&gt;
|The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Characters can utilize disguises (not yet implemented)&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Influence&lt;br /&gt;
|The ability to convince, persuade, and coerce others to your line of thinking. Rallying strangers to fight off a common threat, intimidating your client that your premium rate is well worth it, and effectively leveraging political power in a public setting are examples of an influential character&#039;s activities.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Increases gold rewards from scars when turning in fragments. 1% per skill rank.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Insight&lt;br /&gt;
|The ability to discern aspects about a person or creature. Finding someone&#039;s tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone&#039;s words are examples of an insightful character&#039;s actions.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type.&lt;br /&gt;
|Head, Belt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Investigation&lt;br /&gt;
|The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Aids &#039;&#039;Detect Mode&#039;&#039; in finding hidden traps and objects. &lt;br /&gt;
|Head, Amulet&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Knowledge&lt;br /&gt;
|The ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character&#039;s training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn&#039;t have business knowing.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|May provide additional information when examining certain objects. May acquire information seemingly at random.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Locksmithing&lt;br /&gt;
|The ability to gain or prevent entry to a space through a variety of means, physical and metaphysical. Opening a particularly ancient door without ruining the mechanisms within, securely locking a vault door, and breaking a window silently are all activities a master locksmith is capable of handling. &lt;br /&gt;
|Dexterity&lt;br /&gt;
|Can pick locked doors and chests to open shortcuts or provide additional loot.&lt;br /&gt;
|Gloves, Belt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|Medicine&lt;br /&gt;
|The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Healing kits heal 10 + Medicine + 2% per Medicine HP.&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Perception&lt;br /&gt;
|The ability to of a character to gain a general awareness of their surroundings through their senses. Locating the source of a peculiar creature noise, spotting the gleam of hidden steel in a stranger&#039;s cloak, and feeling the vibrations of a distant marching warband are all examples of what a particularly perceptive character might be aware of.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Passively counters Stealth&lt;br /&gt;
|Head, Amulet&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Sleight of Hand&lt;br /&gt;
|The ability to obfuscate an object or manipulate something with one&#039;s hands without being noticed. Picking the pocket of a guard for the prison key, performing a simple street magic trick, and pocketing an esoteric artifact without your nearby allies noticing are all example actions of a character utilizing sleight of hand effectively.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Change to passively gain gold from killing monsters. 1% chance per skill rank.&lt;br /&gt;
|Gloves, Cloak&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Stealth&lt;br /&gt;
|The ability to generally hide oneself from the notice of others. Masking your scent in the wilds to avoid the notice of creatures, blending into a crowd, and creeping along the floor without making noise on creaky floors or broken glass are example actions of a character skilled in stealth.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Affects &#039;&#039;Stealth Mode&#039;&#039;&lt;br /&gt;
|Boots, Cloak&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Survival&lt;br /&gt;
|The ability to subsist and navigate in the wilderness. Knowing the difference between a tasty mushroom and a lethal one, identifying your prey within a pack of tracks, and constructing shelter and other necessities in the middle of the wilds are example activities of a master survivalist.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Can be used to find information about creatures in the area using the &#039;&#039;Track&#039;&#039; action.&lt;br /&gt;
|Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Tinkering&lt;br /&gt;
|The ability to assemble and understand objects made from everyday and unique materials. Prototyping a unique mechanism to control the flows of water in the mill, patching up a collapsing building with nearby objects before the storm hits, and reinforcing a door with a few bits of steel as the enemy charges upstairs are all examples of a master tinker&#039;s activities.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Gives 1% bonus chance per skill level to refund materials when crafting Tinkering items.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Trapping&lt;br /&gt;
|The ability to set dangerous traps, as well as possessing the nerve to disarm them effectively. Laying an effective series of snares to delay pursuing guards as you make away with your score, disarming the mechanism that&#039;s causing the room to slowly descend, and deploying a device that injects an imperceptible amount of lethal poison when your prey touches a doorknob are activities of a master trapper.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Set and disarm trap items&lt;br /&gt;
|Gloves, Belt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Apurpleball</name></author>
	</entry>
</feed>