Lantry is a Sage of the School of Ink and Quill. He's a man of letters and numbers, a student of magic and nature, and an archivist obsessed with the accurate accounting of important people and events. His school is famous throughout the Tiers for amassing knowledge from all throughout the known world, but the Sages are even more famous for rarely sharing this treasure trove of learning with outsiders, despite their claims of preserving knowledge for the betterment of mankind. The Sages revel in knowing a little bit about everything, and Lantry is no exception – in his long years he's learned the Sage's traditional Preservation magic, as well as the arts of Healing and Concealment – styles of magic long ago pilfered from other Schools and Guilds that the Sages now boast as their own.
His life's work has been contributing to the Chronicle, the running archive-of-all-things built over the ages through the long work of hundreds of Sages. Lantry uses his arcane training to witness history where it happens, as it happens – for him, magic is a tool to gain access to the battlefields, backroom dealings, and hidden ceremonies that most have to read about after the fact. For Lantry and other Sages driven on this pursuit often seem to live very long lives – a fact most Sages will laugh away as the byproduct of loving your work, but is in truth the mystic side effect of decades of use and practice of Preservation magic.
As a student of history, Lantry has a certain adoration for Kyros, for no one has the power to define the unfolding march of events quite like the Overlord – nobody in recorded history even comes close. So when Kyros' armies came to the Tiers, Lantry was one of the Sages to argue for surrender – but his was the dissenting voice among the elders, and the Sages fortified their library stronghold of the Vellum Citadel in defiance of the Overlord. Old enough to know a suicidal plan when he hears one, Lantry fled the Vellum Citadel before the full force of Kyros' wrath descended upon the Sages, in the form of an Edict of Fire that turned the mountainous archive into lava-soaked ruin.
Lantry was designed to be an efficient support character and a “jack-of-all-trades” of sorts. Being a well experienced Sage and learned traveler, he is the only companion to possess three unique talent trees. While these paths of specialization are not as deep as with other companions, they allow Lantry to be far more diverse in the development of his abilities.
Lantry is also an experienced spellcaster, which further adds to the flexibility of his kit. While capable of performing a number of roles in the party very well, we expect many users to find Lantry's ability to heal, buff, and support the party to be extremely valuable.
In Combat, Lantry is skilled at wielding thrown weapons. He favors a set of iron throwing knives etched to resemble writing quills.
When designing Lantry's talent trees, we wanted players to really feel like Lantry could fill nearly any gap in the party structure.
The Preservation tree focuses on supporting the party from the back line by buffing allies with renewing magic, healing them, and even bringing them back from the brink of unconsciousness.
The Quill tree shifts Lantry into a deadly offensive thrown weapon specialist.
The Sage tree excels at emphasizing the use of spells and abilities that debilitate foes to aid the party.
|Watcher's Judgment||0||AAA||Lantry strikes his target, interrupting them and lowering their non-physical Armor. If used from stealth, this attack will also Paralyze the target.|
|Arcane Judgment||1||AAA||Empowers Watcher's Judgment to strike foes near the target with an Arcane attack. Enemies have their Endurance, Will, and Magic defenses reduced.|
|Loremaster I||1||AAA||Improves Lore Skill.|
|Voice of Ages||1||AAA||Grants Lantry Hit Precision and the ability to decipher ancient languages. A useful skill for discovering new magics during travel.|
|Wary Gaze||1||AAA||Gain a passive bonus to Subterfuge and Dodge skills.|
|Learned Instructor||3||AAA||When Lantry is in the party, all party members gain bonus experience for lore and Thrown skills.|
|Loremaster II||3||Loremaster I||AAA||Moderately improves Lore Skill.|
|Stance: Frozen||3||Gain the stance "Frozen"||While in this stance Lantry's attacks are imbued with power of frost and will slow enemies.|
|Stance: Mage Slayer||3||Gain the stance "Mage Slayer"||While in this stance Lantry's attacks drain magical energy from their targets, Silencing them and lowering their magic skills.|
|Ancient Knowledge||6||AAA||Grants additional Spell Slots.|
|Loremaster III||6||Loremaster II||AAA||Greatly improves Lore Skill.|
|Miasmic Strikes||6||AAA||Lantry's Critical Hits with weapons Weaken enemies.|
|Recounting of Deeds||9||AAA||Lantry orates the party's deeds, inspiring his allies and instilling terror in the hearts of enemies.|
- Charged Throw: Lantry gains the ability to passively channel magical energies into his Quill as he throws it. Charged Throw makes Lantry's thrown critical hits trigger explosions of arcane energy, damaging all nearby enemies.
- Quillstorm: Raising his hands to the sky, Lantry forms a writhing cloud of arcane quills. With a wave of his hand, each quill is sent raining over his enemies, cutting deep and causing a lasting Bleed effect.
- Renewal: Lantry uses Sage magic to restore the party's weapons and armor to pristine condition, increasing the protectiveness of armor and the ability for weapon's to penetrate enemy defense.
- Second Breath: Producing a small vial from his garbs, Lantry moves to a fallen comrade to revive them in battle.
- Stance: Mage Slayer: Lantry's knowledge of workings of magic have also taught him how to quell it. While in this stance, each of Lantry's attacks can silence enemy spellcasters and apply a lasting penalty to their magical abilities.
- Watcher's Judgment: The wrath of a Sage brings with it many levels of magical debilitation. With Watcher's Judgment Lantry can charge his weapon and unleash a burst of energy on impact. This attack severely diminishes the enemy's defenses against magical attacks. If Lantry can perform this action from stealth, the enemy is also Paralyzed.
Lantry has the answer to nearly any problem. Abilities like Renewal and Second Breath are largely helpful and can sway the tide of battle or even help to find victory in the face of defeat. With so many options available to him, one of the greater challenges when playing Lantry is simply deciding which area of the battle he is needed most and how to get him there. While a well-timed Silence attack might prevent a powerful spell from being cast, there may also be an ally nearing defeat who could use healing. Positioning Lantry on the battlefield where he is both safe from danger and can respond to as many opportunities as possible is key to playing him effectively.
Through flexibility, support, and high impact decisions, Lantry is an invaluable companion and a boon to any party.