We’ve been busy working on new features and content for the upcoming beta, but since they're not ready to showcase just yet, we’d like to present you with another character spotlight.
This time it's a spell-casting character: the Scribe.
‘And he turned his mind to unknown arts.’
Primary Attribute: Spirit.
Melee weapon: Staff.
Suggested Roles: Support, magic (Priest, Arcane, Nature).
Despite being a renowned scholar, the Scribe isn’t one to rub shoulders with the upper echelons of Witchmarsh academia. He moves in different circles: the kind which forms by candlelight, usually in a forested ruin or secluded manor. There he works, away from the chanting and unholy blessings, sorting through the stacks of dusty tomes amassed by his employers.
While it’s true that his chosen career path involves an element of risk (he’s crawled out of more sacrificial pits than he’d care to admit), it would all be worth it if he could get his hands on an elusive volume. The one which it is said, contains an account of the founding of Witchmarsh, and the true nature of the town's supernatural activity.
Passive Trait: Keeper’s Tome
By anticipating encounters and researching accordingly, the Scribe need never enter a new location unprepared. Once per day he may study a scroll item in his backpack, memorising the spell it contains and etching it into his tome. One ability may be learned at a time in this way.
Passive Trait: Scribe’s Armaments
Dusty Sling: Blunt thrown weapons have an increased chance to hit their target. Stones and conjured bullets are the Scribe’s thrown weapon of choice, especially against enemies with a high evade skill.
Plated Vestments: The Scribe’s robes provide some protection against knives and other pointed implements, which often proves useful in his line of work. Piercing melee attacks have a small chance to be deflected, dealing no damage.
- The Scribe has a low health pool and armor rating, and is therefore vulnerable to physical attacks.
- Can't deal much in the way of physical damage.
- Low maximum stamina. Easily slowed and stunned by enemies with stamina-draining attacks.
- Rituals: Special abilities which require a reagent item in order to be cast. Also unlocks new dialogue options, especially when parleying with cults and supernatural entities.
Have you heard: The Adventure Zone
In this space we usually tell you about about another Kickstarter or game being launched, but this week we're bending the rules. We'd like to recommend one of our favourite podcasts, The Adventure Zone: a weekly D&D podcast starring three brothers and their dad. If you're looking for a dose of adventure and comedy while you wait for Witchmarsh to launch, the McElroys have you covered. IMPORTANT NOTE: Strong language aplenty.
That's all for this week. It shouldn't be long until we're ready to start the countdown to the beta, so keep checking the updates.