Living Wick Core Refinement Method
- Zero 669
- Feb 8
- 2 min read
Refinement Method Ranking: D
Description:
The Living Wick Core Refinement Method harnesses the elusive and shifting nature of the Living Wick, granting practitioners abilities focused on stealth, speed, and resilience to ranged attacks. Refining these cores enhances the user's ability to blend into darkness, move with unnatural agility, and develop an almost spectral presence.
Pathways:
Stage One: Phantom’s Ember
To begin refinement, the practitioner must acquire and refine 15 Living Wick cores. These must be placed in a low-lit environment, where the practitioner must remain in complete stillness for three hours.
Path Options:
Path One: Shadowstalker
Abilities & Effects:
Gains the ability to blend into darkness, reducing detectability by 50% in dimly lit or shadowed areas.
Movement speed increases by 2x.
Can briefly become fully invisible for 2 turns, every 5 turns.
Drawbacks:
Bright light disrupts the invisibility effect, making it easier to be spotted.
Stealth abilities are weakened in broad daylight or against perception-based enemies.
Path Two: Waxborn Agility
Abilities & Effects:
Increases flexibility and agility by 2x, allowing unnatural movement and body contortion.
Gains resistance to non-lethal projectiles by 25%.
Reduces fall damage by 50%.
Drawbacks:
Projectiles with piercing or fire properties still deal full damage.
Path Three: Fear Feeder
Abilities & Effects:
Gains a passive aura of unease, making weaker-willed enemies hesitate before attacking.
Can momentarily heighten an enemy’s fear, causing them to misjudge attacks for 1 turn with a cooldown of 8 turns.
Attacks against frightened or hesitant opponents deal 20% more damage.
Drawbacks:
Aura does not work on fearless or mindless creatures.
Using the fear-heightening ability drains mental focus.
Path Four: Emberborn Resilience
Abilities & Effects:
Gains resistance to long-range attacks, reducing damage from arrows, bolts, and magic projectiles by 30%.
Can briefly harden their body for 2 turns, making it more difficult to cut or break with a cooldown of 5 turns.
When struck by a fire-based attack, the user receives a temporary agility boost of 3x for 3 turns instead of taking full damage with a cooldown of 6 turns.
Drawbacks:
Fire damage is not reduced, it simply fuels the agility boost.
Body becomes slightly heavier, making water environments harder to move in.

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