Veor

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Levels Breakdown

Overall: Medium-High
Warrior: Medium
Mage: Medium-High
Utility: Some
Specials: Baby

Main play style

In Combat

Veor operates as a combat mage most of the time. Typically starting before the combat begins if possible with Snowfall, Wall of Ice & Ice Construction capable of shaping the battlefield for the parties advantage. Then Snowball & Ice Bolt can both be cast shortly before combat for use during the fight, leaving him free to cast Rays of Cold & Ice Projectiles during the fight. If need be he can step into the front line, but he is not a front line warrior by any stretch of the imagination.

Out of Combat

Ice doesn't have a lot of buff magic and his Rune magic isn't very good yet so he doesn't do a lot of buffing, Normally Greater Heart Rune & occasionally Resist Cold or Ice Traversal as well. Nor are his skills exceptional in any area, though he does have some court & travel skills. He is not a Healer but here his Rune Magic allows him to replicate some of what a Healer can do as long as the target is alive. The only travel magic he has is the Iceberg spell.

Description

Veor Damarez.
Veor has undergoing a change recently, transforming into a 5'10" tall woman with a respectable build. Still blonde with flowing hair to just below the shoulder and piercing snow blue eyes that gaze out at the world with chill. She dresses in fine chain under outdoors clothes while at the guild, sometimes changing to plate while on adventure, avoiding showing flesh that would suggest anything.
Typically equipped for the hunt the usual visible weapons are a Compound bow, a fine silvered battle axe, with an old short sword in it's sheath at his side, the buckler on it's strap hanging off the back completing the range.

Background & History

5th Son of a Nordic Gentleman, taught the Ice College at home in accordance with the long family tradition, Veor was sent the long distance to the Guild to, according to what his father told him, 'See the world, and learn your magic so when you come home, you're a man of knowledge and experience'.
With these words, he took ship and traveled the long journey to the Guild, therein beginning his career with a seemingly simple task for a minor noble on plane.

Skills

Professional Skills

Navigator: Apprentice Level.
Ranger: Skilled, specializing in Spirit Realms.
Merchant: Journeyman level. specialising in Equines
Warrior: Journeyman Level. specialising in Shortsword
Philosopher: Journeyman Level. specialising in Runes & Magic.
Herbalist: Skilled.

Weaponary

Good: Shortsword
Skilled: Battle axe, Unarmed, Shield, Hand & 1/2, Quarterstaff, Giant Club
Trained: Dagger, Two Handed Sword, Javelin, Estoc, Sabre.

Artisan Skills

Cook: Apprentice Level, near completing his apprenticeship.
Bone Carver: Apprentice Level, his former trade before being sent to the guild.
Sculptor: Journeyman Level. Focusing on snow sculpting.

Languages

Expert: Folksprach (Literate), Minotaur (No written form)
Skilled: Common (Literate), Elvish (Literate), Silent Tongue
Adequate: Troll, Sho-Ji

Adventuring Skills

Climbing: Master
Horsemanship: Master
Flying: Journeyman
Stealth: Journeyman
Swimming: Journeyman

Magic

Veor is an Ice Shaman, with Skill in Ice Magic and Runic magic.

Primary Magics

Standard Ice

Standard Ice Generals (Rk 6+) - Utility use
Resist Cold (Rk 20) - Usual don't freeze use
Armour of Ice (Rk 12) - Handy for waking up when not on watch, situations one leaves armour behind for, and caster armour.
Iceberg (Rk 6) - Instant boat with it's own current, great for ramming.
Ice Pack (Rk 6) - Saving dying party members at range.

Modified Ice

Snowball (Rk 9) - No damage but distracting and keeps going for ages. Moves with Veor.
Ice Projectiles (Rk 9) - Low powered attack spell with periodic devastating spec grevs. Resist half but Armour normally applies. Can stun as Physical damage.
Ray of Cold (Rk 11) - Multiple rays, at higher ranks will penetrate through first target into additional targets.
Ice Bolt (Rk 6) - Creates a number of physical Ice Bolts that travel with Veor, than then can be fired one at a time like a Heavy Crossbow.

Rune

Standard Rune Generals (Rk 6+) - Normal utility uses.
Lesser Healing Rune (Rk 14) - 1 Min Cast, 8 Healing. Greater Heart Rune (Rk 7) - Long Duration Contingency, Triggers on taking EN damage and heals 7 EN.
Ritual of Rune Healing (Rk 8) - 30 Min ritual, Heals 24 wrapping, Also counts as Rk 3 Healer.
Rune Weapon (Rk 8) - Creates a magical poison on a weapon (So will go on an enchanted weapon, but not stack with a normal poison), or creates a Rk 0 weapon that can hit insubstantial creatures.

Other

Enhance/Dim Animal Mind. (Rk 8) - Allows Veor to harness the powers of the Mammoth in his head, granting him certain abilities.
Elemental Warding (Rk 6) - Blocks creatures from nominated planes, normally Elemental planes, from entering an area/structure/wall.
Enhance Vision (Rk 12) - As illusionists, can see invisibles & illusions.

Other Stuff

Major Items

Sword of Slaying: A legacy sword from before the war of tears, this sword has now fulfilled the prophecy made about it, and brought about the doom of a pair of elvish greater vampire twins. It possesses an extraordinary edge & tip, finding critical locations with ease.
Elemental Mana Amulet: Attuned to Ice, makes casting of any Ice Magic spells significantly easier and more likely to double or triple.
Staff of Controlling Undead: Used for binding undead for easier killing.
Amulet of Knowledge; Allows learning of languages via flesh, text or spirit guides.

Major Oddities

Is an official adult Troll, with a Troll Club to prove it. However does not regenerate yet.
Uncapped Fatigue. One per adventure.
Turns into a Minotaur occasionally.
Turns into a horrible Troll/Dragon like Hybrid occasionally. Still doesn't regenerate.