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Shadowknight12

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Posts posted by Shadowknight12

  1. Hmm, I never thought she'd want to become part of the clan. She's human and knows she can't. Actually I just wanted her nearby while she healed from her last beating. Okay, how bout if she meets them in a village she knows is along their route. She's been waiting for them to show up, (and it hasn't been a peaceful wait) She just wants to see family since she's at loose ends and was warned to stay away from templars. she does seek belonging, but not from a clan.

    How would she know of them, their journey, where they're going, etc.? That's the only part that seems unexplained. The rest sounds good!

    Ah, Alistair the rule-breaker again. He can do that without the lyrium. (sort of like Bishop has spells without a god, which even players can't do) I think the abilities are still there if clean, but not as strong, as reflected in the normal stats. They really shouldn't insist teh lyrium is needed when Alistair and Warden can't do so. They broke their own rules so they can't fairly demand we can't now, the genie is out of the bottle.

    Yeah the coloring would work, but I'm printerless so I'll have to have page open if I need to reference...

    Hah, yeah, I know. BioWare sure loves to break its own rules.

    I actually keep checking back on my sheet during PbP and making alterations there, since that's what everyone else can see. Though perhaps we should do as Nas did and post them all (sans backgrounds) on the Character Sheet thread?

  2. I found a couple of wiki articles that reference level caps:

    http://dragonage.wikia.com/wiki/Difficulty_Settings

    http://dragonage.wikia.com/wiki/Level

    I use the term "cap" to refer to minimums as well, yes.

    As for the philosophical aspects, I think you're missing my point. Let's leave aside the darkspawn, mkay? Let's focus on the people. These people might get XP from performing any sort of significant "quest" or achieving "milestones." Hell, they might even get XP for reacting impressively to stressful situations (XP for good RPing?). So it's pretty conceivable some people might reach high levels through minimum combat. Especially mages, given how tightly controlled they are, and how the Chantry loathes lending them out to the army or whatever mercenary business the Circle might want to engage in (and we know that there MUST be high-level mages, or else the high level spells wouldn't exist, on account of not having been many people to invent them and share them with others). And even if this is not the case, you still have people fighting *each other* often. Remember what I said in my previous post. Just because *your* character fights only darkspawn, assassins and bandits, doesn't mean that the rest of the world functions the same way. Not to mention that if you remember the RPG book's chapter on culture, it says that Ferelden nobility is the most martially apt and capable, which means that they've seen combat and training, which means XP, which means levels.

    Also, keep in mind that in DA, high levels don't necessarily mean "unstoppable and world-shattering" like in D&D. Even mages get deadly spells, yes, but nothing reality-shattering (and their deadliness is mitigated by the presence of templars who MUST be of equivalent level to be able to take them on). So the way I see it, it's much like the real world. You have people who are better than others (they're higher level, which means they have higher stats, skills and talents), but that doesn't make them immortal or world-changing. Remember that even a 20-level character will die in a battle if enough 1-level enemies swarm him.

    Also, a carryover from D&D that doesn't apply to DA is the notion that commoner = low-level (and the notion that 50% of level 1 people don't survive to level 2... unless we're talking children/teenager/young people mortality rates, which are the only people in the world I'd consider to be 1st level). That's not really true. Check out the rebellion in Awakenings or the mob in Lothering. They're actually pretty tough for commoners. And city guards? Who says that's not a 10-level warrior? After all, he must see a lot of combat at the city gates. And yes, granted, you want the highest level people around the important figures, like the kings, nobles, mages, etc., but that doesn't mean that normal people can't reach high levels on their own. I personally think that everyone gets higher level simply by living. Old people are high level (yes, even the old beggars, but I'd wager there's a malnutrition/old age penalty system that hasn't been implemented, to explain the physical frailty), because they know a trick or two. Just because they might have hefty stat penalties for being old doesn't mean they can't be level 25. And that doesn't make them demigods (especially since one of the critical things that makes a PC good is gear, and it's been established that good equipment is the purview of the wealthy). The only old people that COULD kick your ass are mages... which as we've established, have equally high-level templars watching over them. And if they don't make it to old age (all that lyrium does WONDERS to your life expectancy) they have far greater numbers.

  3. I know that, but she may have faint hopes of redeeming herself with them at this point. But it will come down to her morality and family versus what she sees as a calling and duty to the Maker as presented by the Chantry. Right now she still conflates Maker and Chantry. The codex i think even says they prefer order takers more than thinkers. Probably like Anders in teh mythical Awakenings epilogue, she's only get invited back if she's too damn powerful to ignore.

    Ahhh, okay. Well, another possibility is for Kathe to have sought out the Dalish clan on her own, before the rest of us departed, but that strains credibility. Half-sister or not, even with the plea of the mother and brother, it takes a VERY liberal clan to accept a human among their ranks, much less a templar. Another possibility is for Kathe's arrival to be the trigger that sends everyone to Gwaren. Aranna'tar has been mulling over the possibility of going to Gwaren, but hadn't made any concrete decisions, he had only a few vague ideas of what preparations to do. Then Kathe shows up, creates a rift between the elves, which is resolved when she is instructed to accompany Aranna'tar et al. to Gwaren as a test of loyalty. If she proves to be a true friend of the elves and not a human spy/infiltrator, she'll be welcomed in the clan if she so desires. Or, conversely, if you don't want Kathe to be a contentious point in the clan, we can have her arrival to the clan coincide precisely with Aranna'tar's final preparations for his journey. She'd be asked by their mother to go with them, for one reason or another.

    I think that any fortuitous encounter strains credibility, so this is the most realistic I could think of. Do any of these sound like a better idea?

    I had that on her short list for focus/skills, but finally decided against it. I kind of thought she might have pinched a little, but she's almost/out, until she can find a source or recipe. (it is #1 on her to be learned next) Should it recast to make it an ingredient issue, or not as in acquisition? I'm leaning to it being fairly simple, basically a dilution of a lesser mana potion, due to its poisonousness to the general populace, but I'm sure that information isn't widespread. :) then of course, what's the difference if diluting a greater potion? Like cutting drug strengths.

    Could be a reason for Kathe to go to Gwaren. Gwaren is a very isolated city, and perhaps the templars/Chantry there will not know about her past, so she'd able to learn how to craft lyrium potions (also, the tooltip for the DA2 Templar specialisation actually says "Through ingestion of carefully prepared lyrium, templars gain resistance to magic, including the ability to interrupt spells." So it's not really a diluted lyrium potion. I'm sure there's something more to it, like using a health potion as a base to counteract the "industrial cleaner" effect WA mentioned), or something like that.

    Well, since the stamina mechanic is replaced by stunt points that would be a way to boost for the razzle dazzle combat.

    Actually I was thinking the stunt point bonus for every combat. So if it's in effect for hours it could help several times, longer boost means more baddies crushed with one potion. And it will hurt longer too. I'm not gonna turn down stat bonuses, but I'm more interested in the other factors. (I guess then I'd need a 2nd and 3rd character sheet for all 3 states, eh?

    Of course we should think of the upper level effects for burn out, even if I don't want to take Kathe that far.

    Yeah, and I agree that razzle dazzle is fun, but apparently the lyrium benefits (as outlined by my quote above) are more along the lines of "resistance" and "magic enhancement" than "physical prowess." I think it's up to BW. I think extra stunt points should be something we ALL should get, because everyone, mage, rogue or warrior, benefits enormously from them. The stat bonuses are more conditional. Not everyone would benefit from them, or at least in the case of Willpower, it'd depend on the enemy. You know, to avoid making templars something everybody would want to be.

    And ROFL you don't need three sheets! You'd only need to add the new modified in this fashion:

    [color="#FF0000"][b](+X)[/b][/color]

    at the right of whatever stat you're affecting, then delete that when the time elapses. An example:

    Magic: +2. (+4)

    or

    Cunning: +0. (-1)

    At least that's the way I'm handling any temporary bonuses or penalties I acquire. Only I'll be using Teal.

  4. Actually, the only game worlds that I've seen to get mocked for that are those based on worlds who have that constraint already in-built. They're mocked precisely because they violate a basic tenet. Faerun and all its derivatives are the example that comes to mind. The DA system puts people of all levels everywhere. Granted, your enemies tend to match your level and some things are hard-capped (you won't find rats anywhere higher than level 3-5 anywhere in the world, I think), but when it comes to humans, elves, dwarves, qunari and other intelligent beings? Take a look at the level caps for the zones. Orzammar has a minimum cap of something like level 13, because it's meant to be the last of the treaties you collect. So actually I can't find any evidence that states that high level people are any rarer, anywhere. I think where your analogy is flawed is the moment that you assume all the powerful people are on the same place and on the same side. I think levels are varied throughout the population, and that since everyone is fighting everyone (really, the world is made of conflict), there's no selfishness, it's closer to lack of unity. Also, if you remember, darkspawn are pretty tough, too. They challenge high-level people as well. I think that the DA game world is at balanced precisely because there are no sides to unify the population. There's no "good" versus "evil" or "law" versus "chaos" or a multitude of gods to unite the populace under the metaphysical "good, evil, law and chaos" concepts I mentioned. Every person in the DA world is out for themselves, whether they realise it or not.

    There are many things Alistair says and does that can't really be justified with a façade. His dream in the Fade, being a very poor judge of character, being gullible and naïve, etc. I'm not saying that he's dumb, because he isn't. I'm saying that he's probably biased by his perceptions and preconceptions.

  5. Anesor:

    * Freelance Kathe: Actually, the point is that you're teaming up with the elves until they reach Gwaren. When we get there and they find out your connection with the suspicious elves (at least one of which may or may not be an apostate), it's likely you are not going to be able to reintegrate yourself into the Chantry's service any time soon.

    * Crash: The crash is basically inverting the high, so I wouldn't think it's too crippling. I'd say that they usually take the lyrium prior to a confrontation. During the fight, the "high" enhances their combat capabilities. When the crash comes, it coincides with the period of wound treatment and recuperation, which is actually the best possible moment for a crash, since it doesn't interfere with their duties.

    * Keeping track: I'd say that unless Kathe knows how to concoct the potion (perhaps with a Cunning(Brewing) focus?) or she remains affiliated with the templars, she's not going to be taking the potion any time soon. :P And if she does, it's actually your responsibility to keep track of any effects, just like it's my responsibility to the same with spells on my mage.

    * Faster wearing off: Correct, which is actually why a templar would want to increase lyrium consumption, because he'd be able to quaff as many potions as he wants to sustain the bonuses, and then endure merely 1d6 minutes of discomfort. It makes lyrium abuse more tempting.

    * Visual effects: Remember that sets 3 and 4 aren't out yet, so we've only seen low and mid-low power spells. So we still have to decide which of them SHOULD have a visual manifestation regardless of power level.

    * Crash itself: Actually, Alistair is not a clean templar. He's a Gray Warden templar. As per mechanical and lore rules, he gets a boost that puts him above others (this is represented in both the game and the RPG), so he can do fine without lyrium. And in fact, I'd wager that WITH lyrium, he'd be even more powerful. I think that lyrium should have a tangible effect. The stunt points idea sounds good, actually, but I dislike the notion that once the stunt points are used, that's it, no more lyrium bonus. That's rather... underwhelming. I prefer both static bonuses and static penalties in both cases. If you want, what we can do is narrow the bonuses and the penalties. We'll do CON-2 and CUN-1 for the crash, like you suggested, and then MAG+2 and WIL+1 for the high, if that's all right with you. I think it fits, thematically (especially since templar pseudomagic is actually keyed to the Magic ability, in a rather smart move by the RPG developers).

    WA: I agree.

  6. Anesor: In regards to your Crib Sheet.

    * This isn't D&D and the DA universe doesn't seem to follow the "high level = rare" constraints, so there's no indication that 7th level people are any rarer than 1st level or 20th level folks. Technically, templar training might raise children from level 1 to level 7, upon which they take their official vows and begin to be sent out on missions. Obviously, the pseudomagical part of templar training has to start from an early age, just like mages, which is why Alistair is capable of teaching that sort of thing to other people in spite of not having been officially ordained. He only has the specialisation at level 1 (just like Morrigan has Shapeshifter earlier than she should) simply so that when he hits level 20, he's a Templar/something and not a Berserker/Reaver, for example. Realistically, he shouldn't have the specialisation until level 7, but it was either that or come up with some complicated coding to restrict your selection of specialisations at level 7 to the ones you're supposed to take. And that's just unnecessary. So yeah, don't take the levels as anything other than a game mechanic that has no true relevance on reality. If you must justify level with something, justify it with age. I read somewhere in the wiki (can't remember for the life of me where) that Alistair is implied to be 18-20 (Cailan is in his early twenties, and is definitely older).

    * Templars and addiction addressed in the Brainstorm thread.

    * Remember it's implied Alistair is not very bright. I would take his knowledge of the templars, albeit necessary, with a grain of salt. Remember he is NOT an unbiased source, and nothing implies or states otherwise.

    * I don't believe the lyrium withdrawal should have official mechanics. I think the player should RP hallucinations and paranoid delusions on their own, and the DM should feel free to confuse the player with things that seem real but aren't. This would be if the character hasn't imbibed lyrium in over, let's say... three weeks? A month? Probably a month. Of course, the strength of the hallucinations would depend on the character's age (because older templars have been imbibing lyrium for longer). I'd say it's not really worth it to represent it in game mechanics. It's more of a flavour thing. Also, I think it's strongly implied that the hallucinations come from the templars piercing the Veil... of sorts. It's implied they can't tell reality from dreams, and they end up seeing things that aren't there because (probably, this is personal speculation) their eyes are actually perceiving things in the Fade.

    * I still think templars absorb mages' mana into themselves. Lyrium has a strong association in both lore and mechanics with a mage's mana, and we know that there are three things that could happen when a templar drains mana: 1) The mana is absorbed by the templar. 2) The mana is dispersed into the environment or the Fade. 3) The mana is somehow destroyed. The last option seems like the most likely, true, but it's never explained anywhere how you can "destroy" mana or lyrium. You can consume it to create an effect, true, or to transmute it into something else, but it seems to follow the Law of Conservation of Mass (or perhaps the Law of Conservation of Energy?) that states that nothing is destroyed, merely transformed. And since templars are not mages, they would be actually incapable of transforming mana at all. So that leaves options 1 and 2. Here is when I run of solid ground and step into conjectures and my knowledge of human nature. If we say that lyrium and mana are extremely similar, if not more or less the same thing (as implied by the fact that lyrium potions regenerate mana), what do you think is more likely? That an addict will let that sweet, sweet drug disperse into the air/Fade or that he's going to absorb into himself for the rush of awesomeness? I think it varies from templar to templar, but I'd say most of them think of it as their Maker-given reward for putting down those evil maleficarum. Maybe they see it as "redeeming that wretched soul" or something, taking into themselves their pure, untainted-by-Blood-Magic mana. Maybe most of them don't actually KNOW they're doing that. Maybe templars think the rush they feel when they cleave a mage in half is normal. Maybe they feel it's not mana, but the Maker turning His gaze on them and approving of their actions. It would certainly explain their kill-happy behaviour and their unswerving faith in their violent ways.

  7. All right, my opinions on everything:

    * Effect of lyrium on templars: I'd say it works like peyote, yeah, for the religious hallucination thing some templars seem to have. However, I do agree it has an enhancing effect as well, though I'd be inclined to compare it to meth. I don't think lyrium potions do anything for non-mages. Remember that lyrium is used in many, many different ways. It's used to enhance weapons and armour, to make runes, to make explosives, to enchant items with a thousand different properties, to send mages to the Fade consciously, and to explain whatever magic the plots requires. I think that the templars consume specially prepared lyrium. I'd wager it's a very diluted concoction, or else there'd be long-term damage, even if they have the "magic" gene as a recessive. I think it's just a booster, myself. It'd give the templars a +1 on Strength, Dexterity, Constitution, Willpower, Cunning and Perception rolls, and maybe a +2 to Magic rolls (or at least that's how I'd houserule it) for 4d6 hours. Then the bonuses would become a penalty (of the same amount) for the exact same amount of time after the effect wears off. It'd be much like a "crash" from the "high" of the drug (plus, the deleterious effects lyrium has on the body and mind). And of course, just to make this tempting, if the templar imbibes another dose of the potion while under the "crash" effect, the bonus would override the penalties (instead of merely cancelling them out), making lyrium abuse an actual temptation to be guarded against. The addiction effect would be represented, to me, in the form of a "Drink the specially prepared potion once a week or less, and you're fine. If you drink it more often, the effects wear off quicker (4d6 hours to 3d6 on the second drink, to 2d6 on the third, to 1d6 on the fourth, to 1d3 on the fifth, to 10d6 minutes on the sixth, and so on and so forth until it hits the minimum cap of 1d6 minutes on the fifteenth and subsequent drinks of the week. This low-lasting effect would continue until the templar has gone for a full week of detoxing himself of the lyrium residues in his body, at which point the duration resets to 4d6 hours)" mechanic. That's my official proposal, and we can implement that if Bronx and the rest of you agree. I think the bonuses aren't big enough to be gamebreaking, and the subsequent penalty makes metagaming hard, considering that it's a rather risky gamble.

    * Visual effects of spells: Every spell that we KNOW generates a visual effect (most of the stuff from the Primal and Creation schools, Arcane Bolt, Arcane Shield, etc.) have a visual effect that everyone can identify as obviously magical. Glyphs too, I believe, should be at the very least faintly visible (remember this isn't D&D, rogues aren't attuned to magic traps, so there's really no way to spot a glyph trap if you're not a mage or perhaps a templar). Things that are in the gray area (healing spells, most of spirit and entropy) should have a visible effect only if it really implies it should (healing, animating the dead, etc.) or if it's a very high-powered spell (nothing right now, but probably those from sets 3 and 4). I'd let ANYBODY (yes, anybody) roll a Magic(School) check vs. the spell's TN to "sense something supernatural about that fellow/location" and then give templars and mages a +3 on that check.

    * Starting location: The books, game and lore are sadly lacking on information outside Ferelden, so for convenience's sake we really ought to start there. At least to get warmed up and started. I propose the trip to Gwaren's Alienage (and whatever adventures/dungeon crawl/intrigue our lovely GM decides to set up for us) as a beginning adventure. Aranna'tar decides to go on that trip to prove his worth to his clan (Anesor, clans are usually unnamed, or they go by their Keeper's name), and the Keeper sends Vherth, Dairyn and X number of NPCs to go with him and help him recover whatever artifacts the city elves are inadvertently guarding. My thoughts as they relate to Kathe are that she met him in the Brecilian Forest as a result of the mission that went wrong (you went with that, right?). The Keeper told the south-bound party to be careful for shem templars poking about Gwaren's woods (on a search for a cabal of maleficarum?) and the elves, for one reason or another, become involved with the templar survivors, one (or the only) of which is Kathe. Obviously, they recognise each other (if only because of the matching backgrounds and the physical resemblance) and Kathe (and possibly the other surviving templars, if any?) join them on their journey to Gwaren. I see the following starting points: 1) Right before the templars' demise, with Kathe having to survive whatever disaster befell them and the elves exploring the area. 2) Right after the event, when the elves find the templar survivors. 3) As the group arrives to Gwaren. I'd lean towards 1.

  8. The RECAPTCHA wants to tell me something. It is trying to communicate with me, in some arcane language or code. I must investigate this matter deeper...

    recaptcha2.png

    EDIT: The image is there, it's just ImageShack being a finicky hag. Adding the image as an attachment...

    EDIT 2: It's a 5/3 exponent. Which by mathematical rules means "the cubic root of something elevated to its fifth power." It keeps getting mathematical on me. Strange...

    Recaptcha 2.bmp

  9. I was wondering the same, actually, about mage spells, and their visual effects. I think rogues and fighters have no visible effects unless they're using something specifically stated as being supernatural (like the Shadow and Spirit Warrior specialisations, or the Templar's pseudomagic). But mages? Not all spells are clear on whether or not they have a visible effect, especially those of the Entropy and Spirit schools.

    Thoughts?

  10. I would simply like to remind you that the site is bound by American law. The site must abide by the laws that govern its use or risk a lawsuit. Your complaints, valid as they might be, are better addressed to your local congressmen and not to the site itself, its moderators, administrators or owner.

    Thank you.

  11. So I figured that since I have such a bizarre relationship with the RECAPTCHA feature, I would start a thread to record my adventures for posterity. Please, feel free to pitch in with some of your own!

    This is what sparked the thread:

    recaptcha.png

    As you can see, I don't know whether the RECAPTCHA expects greatness of me, if it has needs that only *I* can supply, if it wants to share its love of irrational mathematics with me, or if it's simply insane.

    I'm betting on the latter.

    Update: I fooled the RECAPTCHA with a simple "3/2," so we can rule out the mathematical inclinations.

  12. I can see there's a funny side, but everytime I think about it all it comes back to the poor woman finding all this stuff out about how her brother feels and thinks. Give me a few weeks I'll be totally laughing at the unexpected weirdness of it all.

    Requests known fictional characters are still good - I'm pretty sure this forum's KZ-01 isn't Felicia Hardy's brother, say, so I'm not worried about that story :)

    Yeah, that's true, but then again... unless she was a COMPLETE idiot, she probably had an inkling already. This was just confirmation.

    Hah, good point on that last bit.

    Doing even regular request stories for people has twisted me up inside, even for complete fiction. I can't imagine later finding out that it led to such a horrible situation. Sadly(?), it's easy to imagine that the sister could have had different feelings than we assume, even though it would be impossible to not at least show great shock and disgust.

    On second thought, that could make for a great meta-story where the sister finds his written fantasies and then acts it out with him, though never admitting that she found the stories. The real-life author would have to use names that absolutely don't exist! Also, could be actually be written as a comedy too? (Shadowknight? ;))

    The creepiest thing I've ever heard was about a friend who does "more than risqué" cartoon fan-art (along with clean stuff too): he received e-mail from a father asking that he draw his young daughter in cartoon style, but nothing ecchi in the request. He wrote back that he wouldn't do it for the requestor's own good, since if anyone who saw it found out what else the artists draws then the father could get screwed. Of course, my friend was also worried that it could eventually bite him in the butt too. Potential disaster avoided.

    I think you have the right attitude going forward, and I'm glad it isn't going to change what kinds of things you'll write about.

    Hahahah, funny as that sounds, I think I'll pass. With my luck, someone will stumble upon that story and be utterly convinced it was written by a person they know. And then I'll be actually ruining lives without being there at all!

    But yes, I agree with JD. Your friend did the right thing.

  13. My first reaction: Holy fucking shit, that sucks.

    My second reaction: Wow, that guy's a fucking moron.

    My third reaction: There's a depressing amount of hilarity in all that.

    Other than that, I have to agree with you. I don't do requests from people I'm not on at least acquaintance basis. I'd only accept a request from someone I've talked to several times before, whose sanity I can verify.

    I honestly don't know what to say, JD. That really sucks. What happened to you is bizarre, almost horror story-like (and considering this is you we're talking about, that's rather ironic, as well!), but it's something that may ring true to many people. I'd say that the vast majority of authors crave feedback like that, and most would find themselves agreeing with what you did, only to be horrified at what happened later. It's good that you posted this. If it was up to me, I'd make it a sticky/pinned topic and say "read and learn." I think that this is a valuable lesson for anyone, regardless of outlook or experience.

    So, I guess I just wanted to say "thanks for sharing." And yeah, don't let it get to you. It's not your fault. It's like trying to blame the dildo manufacturing company for the actions of a man who beat his sister to death with one. You can't be held accountable for how fucked up other people are.

  14. No, there is no such feature, but we've received similar requests in the past and we are doing what we can to implement them. Please, bear in mind that the admins and owner are not paid in any way and any software improvements they undertake are done in their own free time. Also, software updates are both expensive and time-consuming, not to mention the fact that the company who originally created the software that handles the archives has gone defunct. I would also like to mention that AFF's funds come mainly from donations and it is from there that any software upgrades will be paid for. Additionally, if the author has a twitter, you will find instructions on how to follow an author who also has twitter here: http://www2.adult-fanfiction.org/forum/index.php/topic/16909-how-to-use-twitter-to-update-your-readers

    Please read the latest site news for more information about the latest software updates: http://www2.adult-fanfiction.org/forum/index.php/topic/19925-site-news-2-5-11

    EDIT: If you wish to know more about filling in your recommended readings section, consult this FAQ: http://www2.adult-fanfiction.org/forum/index.php/topic/3444-recommended-reading-instructions/

  15. When I joined this site, I wanted something that would let people know I was male with just a glance and something that would blend well with the masses. The Knight part was obvious. Very, very few women would pick that, considering it's an overwhelmingly male archetype. It also helped denote that I wrote mostly fantasy, so it was doubly apt. Then, of course, I went for irony for the second part. What's more normal on the internet, in this day and age, than references to darkness and shadows? Thus, the name Shadow Knight was born.

    I rather like it, truth be told. I was never one for darkness and all that, but it has turned out to be a good username.

    Oh, and when I had to add a number because "shadowknight" was already taken, I picked 12 for no reason other than because it's even and more or less rare.

  16. [H2] New Focuses

    Set 2 introduces the following new focuses:

    Blood (Magic): Understanding the forbidden art of Blood magic.

    Brewing (Cunning): Making beers, ales, and other concoctions.

    Crafting (Dexterity): Making items with manual skills like wood working, sculpting, glass

    blowing, etc.

    Dueling (Dexterity): Fighting with weapons from the Dueling Group.

    Herb Lore (Cunning): Knowing about herbs, their uses, and preparations.

    Poison Lore (Cunning): Knowing about herbs, their uses, and preparations.

    Qun (Cunning): Knowing about the philosophy of the Qunari people.

    Smithing (Strength): Forging items made of metal, from weapons to jewelry.

    I think that's a typo and they mean "poisons" instead of "herbs." :P

    EDIT: As for Talents, it has the word Lore in it, so the talent in question is Lore.

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