Professions in Harry Potter: Wizards Unite were class-like systems that defined your overall role and game play style. Professions unlocked at Level 6. There were three available professions each having their own unique perks and expansive skill trees: Auror, Professor and Magizoologist. Players could freely switch between professions and progress each separately from the other.[1]
Combat training[]
Aurors are combat veterans who defeat Foes by combining their innate leadership with a litany of debilitating spells. Aurors are most effective against Dark Forces. Aurors are the most dangerous job you could have within the Ministry with the amount of deaths from the dark forces Aurors have given up their lives to save the people of the Wizarding World.[1]
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
The Auror Advantage | +10 Power vs Foes with less than 50% stamina | 2 | A mandatory discussion with five experience Aurors deliberating on how best to protect yourself when in combat. You learn to discern when you Foes are weakest, increasing you power against Foes with less than half their Stamina. | |
Protego Practice | +1% Protego Power +2% Protego Power |
2 2 |
A relentless refinement of the technique used to cast Protego. After this work, you reduce the amount of damage you take when successfully casting Protego in combat. | |
The Flitwick Method | +2 Power +2 Power |
2 2 |
A weekend seminar with master duellist and Hogwarts professor Filius Flitwick, whose duelling techniques will help you increase the amount of damage you can inflict against Foes in combat. | |
Thrid Position | +2 Power +2 Power +2 Power +2 Power |
4 4 4 1 4 1 |
A Muggle book on 18th century Ballet recommended by Myra Curio inspired you to apply techniques regarding balance to your spell casting. It results in an increase in the amount of damage you can inflict against Foes in combat. | |
The Weakening Hex | Impair a Foe by lowering their Power | 4 | Harry Potter introduces you to the Weakening Hex, a common tool in the Aurors arsenal. This Hex Impairs a Foes by lowering their Power, reducing the damage they can do per cast. | |
Field Training | +1% Precision +1% Precision +2% Precision |
4 4 4 1 |
A field course where Aurors are placed in real-world combat situations, forcing them to act quickly and cast accurately. The work increases you chance of successfully making a Critical Cast in combat. | |
Resilience Training | +6 Stamina +7 Stamina +8 Stamina |
5 5 5 1 |
Celebrated Auror Cerberus Langarm shares several techniques he uses to uses to recover from attacks quickly. After attending his lecture, you increase the amount of damage you can withstand in combat. | |
Auror's Handbook | +7 Stamina +8 Stamina |
5 5 |
Recommended reading, this introduce basic tactical approaches applied by Aurors in the field. The training increases the amount of damage you can withstand in combat. | |
The Bat-Bogey Hex | Reduce a single Foe's Stamina by a small amount | 5 | Ginny Weasley shares her particular approach to the Bat-Bogey Hex with you, turning the spell into a part of your combat arsenal. Casting at a Foe reduces their Stamina by a small amount. | |
Steel Conviction | +1 Maximum Focus +1 Maximum Focus |
5 5 |
You learn from Kingsley Shacklebolt about the importance of focusing your mind when facing danger. The techniques increases the maximum amount of Focus you can store during combat. | |
Method in the Mad-Eye | +7 Stamina +8 Stamina +10 Stamina |
6 6 6 2 |
You are shown a series of training techniques inspired by Mad-Eye Moody which require you to stay on your feet and defend yourself for over an hour. The session increases the amount of damage you can withstand in combat. | |
Playing Dirty | +10% Defence vs Foes with at less than 50% Stamina | 6 15 | Mundungus Fletcher reveals several "subtleties" he learned from spotting vulnerabilities in his marks. The suggestions increase your defence against Foes with less than half their initial Stamina. | |
Mind the Gaps | +1% Precision +1% Precision +2% Precision +2% Precision +3% Precision |
6 6 6 2 6 4 6 4 |
You practice against an armoured Duelling Dummy, focusing you spells on precise points of weakness. This work increases your chance of successfully landing a Critical Cast in combat. | |
Gawaining Experience | +9 Stamina +10 Stamina |
7 7 |
A series of training exercises championed by Gawain Robards that help you adapt your stance when attacked, increasing the amount of damage you can withstand in combat. | |
Ferocious Bat-Bogey Hex | Reduce Foe's stamina: +2 | 7 4 | You have a working lunch with noted Magizoologist and bat expert Mathilda Grimblehawk. You apply some of her insights to your Bat-Bogey Hex, improving its potency. Casting at a Foe further reduces their Stamina. | |
Self Reflection | +4% Critical Power +5% Critical Power +6% Critical Power +7% Critical Power |
7 7 7 2 7 4 |
Focusing on evaluative feedback, you spend time honestly pondering your own weaknesses. Intriguingly, this improves your duelling. You increase the damage done whenever you successfully land a Critical Cats. | |
Improved Weakness Hex | Impair Foe Power: -5% Impair Foe Power: -5% |
8 4 8 4 |
Auror Mordecai Berrycloth works with you on the subtleties required to maximise the effectiveness of the Weakening Hex, enabling you to further Impair Foes in combat by lowering their Power. | |
The Focus Charm | Transfer Focus from yourself to a Teammate | 8 | You immerse yourself in a comprehensive historical study of leadership. You develop a personal leadership philosophy that allows you transfer Focus from yourself to a Teammate while in combat. | |
The Duellists | +2 Power +2 Power +2 Power +3 Power |
8 8 8 2 8 5 |
You discover a collection of memories culled from participants in famous duelling competitions. Upon study, they increase the amount of damage you can inflict against Foes in combat. | |
Duelling In The Dark | +1 Initial Focus | 10 | A seminar where participants practice duelling Foes in complete darkness. This extra-sensory work increases the amount of Focus you have at the start of combat. | |
Somatic Casting | +2 Power +2 Power +3 Power |
10 10 10 3 |
A personal sojourn with noted Auror and decorated duellist Dorian Fungbury, increasing the amount of damage you can inflict against you Foes in combat. | |
Full Body Fitness | +9 Stamina +10 Stamina +12 Stamina |
10 10 10 3 |
A series of physical and mental exercises inspired by Viktor Krum that greatly enhance your overall fitness, increasing the amount of damage you can withstand in combat. | |
Punishment Principle | +2 Power +2 Power +3 Power +3 Power |
10 10 10 3 10 7 |
You embark on a disturbing study focused around the most effective techniques in the science of discipline. The study increases the amount of damage you can inflict against your Foes in combat. | |
Duelling dummy | +3 Power +3 Power |
12 12 |
You participate in a series of training duels with none other than Harry Potter. Despite being outmatched, you show no fear and the session results in an increase to the amount of damage you can inflict against Foes in combat. | |
An Unforgivable | +9 Stamina +10 Stamina +12 Stamina +15 Stamina |
12 12 12 4 12 8 |
A miserable, participatory demonstration on how to ward off the Cruciatus Curse increases your knowledge of pain. This results in an increase in the amount of damage you can withstand in combat. | |
Walden Macnair | +3 Power +3 Power +3 Power |
12 12 12 4 |
You do a long interview at an undisclosed location with Walden Macnair about his time working for Voldemort. The amount of damage you can inflict in combat increases. | |
Constant Vigilance | +1 Max Focus +1 Max Focus +1 Max Focus |
15 15 15 5 |
A lesson is given on the work done by the late Alastor "Mad-Eye" Moody, including his creed of always remaining on your guard. The lesson increases the maximum amount of Focus you are to store in combat. | |
To Protect And Serve | +5% Proficiency Power +6% Proficiency Power +8% Proficiency Power +10% Proficiency Power |
15 15 15 5 15 10 |
You volunteer for extra duty working the local black market scene. While there, your knowledge and understanding of the Dark Forces working within the wizarding world grows, and you increase the damage you do against them in combat. | |
Dancing With Dummies | +35% Precision vs Foes with 100% Stamina | 15 15 | You train against a set of Duelling Dummies, each one with a greater Shield Charm than the last. After defeating the last of the dummies, you increase your chances of making a Critical Cast against Foes with full Stamina. | |
Hidden Gem | +6% Defense 9% Defense |
15 15 |
A hand-written diagram etched by former Minister for Magic Eldritch Diggory is found tucked within a book on defensive wards. Studying the diagram increases your defence against Foes in combat. | |
Practice Range | +3% Accuracy +5% Accuracy +7% Accuracy |
18 18 18 6 |
A prolonged series of practice sessions against moving targets, set up in a Ministry storeroom. Your ability to effectively hit more evasive Foes has improved greatly. | |
Weakness Hex Maxima | Impair Foe Power: -5% Impair Foe Power: -5% Impair Foe Power: -5% |
18 4 18 4 18 4 |
American Auror Saranna Wilkinson teaches you her transformative approach to using the Weakness Hex in combat. The session improves your technique, furthering your ability to Impair Foes by lowering their Power. | |
The Confusion Hex | Impair a Foe that lowers their Defence, Evasiveness, and Counter Jinxes | 18 | Auror Gawain Robards teaches you how to cast his version of the very complicated Confusion Hex. The spell significantly Impairs Foes by lowering their Dodge, Defence and Defence Breach. | |
Diggles' Discriminating Discourse | +3% Defence Breach +4% Defence Breach +5% Defence Breach +8% Defence Breach +12% Defence Breach |
18 18 18 6 18 12 18 12 |
You come across a long forgotten Dedalus Diggle article in Spellbound where he discusses simple counter-jinxes that he "adores". Studying his lesson closely increases your effectiveness at breaking through you Foe's defence. | |
Confusion Hex Repetitions | -10% Impair Foe Defence, -10% Impair Foe Dodge, -10% Impair Foe Defence Breach -10% Impair Foe Defence, -10% Impair Foe Dodge, -10% Impair Foe Defence Breach |
22 4 22 4 |
Gawain Robards continues his personal work with you, refining ability to cast the Confusion Hex. The work increases how much you lower your Foe's Dodge, Defence and Defence Breach. | |
The Criminal Mind | +7% Proficiency Power +8% Proficiency Power +10% Proficiency Power +13% Proficiency Power |
22 22 22 14 22 14 |
While apprehending a suspect you discover that he is extremely talkative. You find the stream of consciousness a revelatory look into the criminal mind. His monologue increases the damage you inflict against Dark Forces in combat. | |
Battle Instinct | +2% Precision +2% Precision +3% Precision |
22 22 22 14 |
You enter a labyrinth of traps set to go off at the slightest movement, forcing you to navigate with speed and accuracy. The work increases your chances of successfully marking a Critical Cast in combat. | |
Creatures Elective | +6% Deficiency Defense +8% Deficiency Defense +11% Deficiency Defense |
22 22 22 14 |
An elective course on Magical Creatures taught by Rubeus Hagrid is offered. The material raises your defence against your biggest weakness: Beasts. | |
Advanced Guard | +2% Protego Power +2% Protego Power +3% Protego Power |
26 26 26 17 |
A special lesson provided by Hestia Jones on how to maintain your Shield Charms against an onslaught. Following her lead reduces the damage you take when successfully casting Protego in combat. | |
History of the Dark Arts | +8% Proficiency Power +9% Proficiency Power +11% Proficiency Power +14% Proficiency Power +19% Proficiency Power |
26 26 26 17 26 17 26 17 |
The Auror office runs a seminar documenting the sordid, dangerous history of the Dark Arts in the wizarding world. The seminar increases the damage you can inflict against Dark Forces in combat. | |
Thieves' Survival Guide | +2% Precision +2% Precision +3% Precision +3% Precision |
26 26 26 17 26 17 |
You find an ancient thieves' text, outlining a series of hand-eye coordination tests focusing on speed and repetition. Studying the material increases your chances of successfully making a Critical Cast in combat. | |
Knowledge and Understanding | +11% Deficiency Defence Power +14% Deficiency Defence Power |
26 26 |
You re-read Fantastic Beasts and Where to Find Them, which reinvigorates your interest in Beasts. The brush-up raises your defence against your biggest weakness: Beasts. | |
Into The Fire | +11 Stamina +13 Stamina +15 Stamina |
32 32 32 21 |
You seek out the controversial Ignis Nagy, a Hungarian scholar who studies fire up close and personally. The sessions increase the amount of damage you can withstand in combat. | |
Best-Laid Plans | +1 Initial Focus | 32 | A participatory tactical training exercise that centres around preparing for, and reacting to, combat. The training increases the amount of Focus you have at the start of combat. | |
Accelerating Blast | +6% Critical Power +7% Critical Power +9% Critical Power |
32 32 32 21 |
While at the Leaky Cauldron you engage in an intense conversation with George Weasley about his affinity for pyrotechnics. The chat increases the damage done whenever you successfully land a Critical Cast. | |
Light and Shadow Room | +7% Critical Power +9% Critical Power +10% Critical Power |
32 32 32 21 |
You book an Auror training room, where you navigate in darkness, casting at targets that appear for only an instant. This increases the damage done whenever you successfully land Critical Cast. | |
Expanding Repertoire | +3 Power +3 Power +3 Power +4 Power |
32 32 32 21 32 21 |
You actively seek out and trade notes with your fellow Aurors, discussing spells and techniques and incorporating them into your approach. This increases the amount of damage you can inflict against your Foes in combat. | |
Fashion Forward | +10% Defence +14% Defence |
38 38 |
You head to Madame Malkins in Diagon Alley for a set of flowing, light-weight, custom combat robes designed exclusively for you. The additional freedom increases your defensive strenght against Foes in combat. | |
Confusion Hex Mastery | -10% Impair Foe Defence, -10% Impair Foe Dodge, -10% Impair Foe Defence Breach -10% Impair Foe Defence, -10% Impair Foe Dodge, -10% Impair Foe Defence Breach |
38 4 38 4 |
Mordecai Berrycloth shows you an alternate combat stance, which leads to improving and fine tuning your Confusion Hex. The work enables you to Impair Foes in combat by further lowering their Defence, Dodge and Defence Breach. | |
Perfect Form | +3 Power +3 Power +4 Power +4 Power |
38 38 38 25 38 25 |
A workshop where Hestia Jones demands nothing but perfect form when casting hexes and charms. The rigorous methodology increases the amount of damage you can inflict in combat. | |
The Trick With Death Eaters | +25% Precision vs Death Eaters | 46 15 | You attend a retrospective featuring Hermione Granger speaking about her experience during the Second Wizarding War. The informative session increases your chance at successfully landing a Critical Cast against Death Eaters. | |
First Strike | +50% Critical Power vs Foes with 100% Stamina | 46 15 | At the Hog's Head Inn, Mundungus Fletcher reveals "the art of surprise". The insight increases the amount of damage you can inflict with a successful Critical Cast against Foes with full Stamina. | |
Mundungus Among Us | +20% Defence Breach vs Dark Wizards | 46 15 | Mundungus Fletcher attempts to sell a load of "found" classics to the school. As you sift through the stack of book, you learn when successfully casting Protego against Dark Wizards. |
Magizoologists are trained in the care and preservation of magical creatures, in combat Magizoologists focus on healing and helping their Teammates. Magizoologists are most effective against Beasts.
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
A Noble Cause | +6 Stamina +7 Stamina +8 Stamina +10 Stamina |
2 2 2 2 |
In the Forbidden Forest, you discover an injured Unicorn. The timid beast allow you to mend their injury, and the transformative experience increases the amount of damage you can withstand in combat. | |
Ministry Magizoology Orientation | +10 Power when you have 50% or greatest Stamina | 2 | A brief introductory course run by Magizoologist Mathilda Grimblehawk on Ministry-sanctioned regulations of handling beasts. Following the session, you increase the amount of damage you can inflict when your Stamina in high. | |
Safety Orientation | +3% Protego Power +4% Protego Power |
2 2 |
Mathilda Grimblehawk teaches a course on the importance of safety when dealing with beasts of all sizes, which ends up reducing the amount of damage you take when successfully casting Protego in combat. | |
Billywig Stings | +1% Precision +2% Precision |
2 2 |
Gethsemane Prickle demands that all new Magizoologists earn their stripes by trying to work up an immunity to Billywig srings. It's not easy to avoid floating away. The intense concentration required increases you chance of landing a Critical Cast in combat. | |
Camp Firenze | +7 Stamina +8 Stamina +9 Stamina +11 Stamina |
4 4 4 1 4 1 |
The Centaur Firenze leads a week-long camp which tests your resolve and fortitude. You emerge more fit than ever, which increases the amount of damage you can withstand in combat. | |
The Stamina Charm | Restore the Stamina of a Teammate 15% | 4 | Rubeus Hagrid spends several hours teaching you his less-than-perfect version of the Stamina Charm during a private lesson. The spell restores Stamina to a targeted Teammate. | |
Be The Erumpent | +1 Power +1 Power |
4 4 |
Rolf Scamander, noted Magizoologist shares his grandfather's techniques for understanding the mind of an Erumpent. Following the session, you increase the amount of damage you can inflict in combat. | |
Fire Crabs! | +8 Stamina +9 Stamina +10 Stamina |
5 5 5 1 |
Rubeus Hagrid offers you the opportunity to help him handle several live Fire Crabs. The primary takeaway from the experience turns out to be a boost to your tolerance for pain. You increase the amount of damage you can withstand in combat. | |
Mending Charm | Restore a Teammate's Stamina by a small amount | 5 | Madame Pomfrey offers to teach you a rudimentary from of the Mending Charm, a spell which restores a Teammate's Stamina by a small amount. | |
The Slightest Movement | +1 Max Focus +1 Max Focus |
5 5 |
You accompany a team to China where you spend days in total stillness trying to safely see and then capture a Demiguise. The experience in total concentration increases the maximum Focus that you can store in combat. | |
Occamy In a Tea Pot | +5% Proficiency Power +6% Proficiency Power +8% Proficiency Power +10% Proficiency Power |
5 5 5 1 5 1 |
A lesson on Occamys is given by Rolf Scamander, based on his grandfather's research. The lesson gives you insight into creature anatomy and enables you to inflict more damage against Beasts. | |
Natural Defences | +4% Defense +5% Defense |
6 6 |
Luna Lovegood dazzles you with her knowledge of the way magical creatures protect themselves. The conversation leads to a lessening in the amount of damage you take when succesfully casting Protego in combat. | |
Forum Quorum | +6% Defence when you have 50% or greatest Stamina | 16 15 | Cerberus Langarm hosts a forum exploring the health benefits of proper rest before and after battle. After adhering to his advice, you increase your defensive strength when your Stamina is highest during combat. | |
Romanian Sojourn | +1 Power +1 Power +2 Power +2 Power |
6 6 6 2 6 4 |
You travel to Romania to work with Charlie Weasley at a Dragon Sanctuary. You learn much from studying the creatures, ultimately increasing the amount of damage you can inflict in battle. | |
Live Chimaera Handling | +8 Stamina +9 Stamina +10 Stamina +13 Stamina |
7 7 7 2 7 4 |
You attend a talk on the anatomy and traits of Chimaeras, which ends with a hands-on demonstration. This turns painful quickly. Your newfound resolve increases the amount of damage you are able to withstand while in combat. | |
Mending Charm Maxima | Stamina restored to Teammate +2 | 7 4 | Madame Pomfrey offers to add some advanced concepts to your Mending Charm, allowing you to restore a Teammate's Stamina by a slightly larger amount. | |
Nowhere to Hide | +3% Critical Power +3% Critical Power +4% Critical Power +5% Critical Power |
7 7 7 2 7 4 |
Charlie Weasley leads a course in how to spot weaknesses in a dragon's hide. The useful session increases the amount of damage you can inflict when landing a successful Critical Cast. | |
Pain to Train | +9 Stamina +10 Stamina +12 Stamina |
8 8 8 2 |
You work with Hagrid's Blast-Ended Skrewts in an effort to increase your ability to withstand pain - both mental and physical - thereby increasing the amount of damage you can withstand in combat. | |
The Revive Charm | Revive a knocked-out Teammate and restore a portion of their Stamina | 8 | Madame Rosmerta instructs a panel of Magizoologists on a basic Revive Charm. The spell allows you to Revive a knocked-out Teammate while restoring a portion of their Stamina. | |
Sky, Sea, Sky, Seafloor | +9 Stamina +10 Stamina +12 Stamina +14 Stamina |
10 10 10 3 10 7 |
A weekend intensive on how to ride Kelpies is offered by Mathilda Grimblehawk. She chooses you for the demonstration. The harrrowing experience increases the amount of damage you can withstand in combat. | |
Alberta Toothill | +2 Power +2 Power +2 Power |
10 10 10 3 |
You discover a lost memory phial belonging to Alberta Toothill, featuring her 1430 victory in the All-England Wizarding Duelling Competition. Studying the duel increases the amount of damage you can inflict in battle. | |
Luna's Stamina Charm | Restore Teammate Stamina +5% | 10 4 | Luna Lovegood shares with you a secret about how she applies the Stamina Charm, instantly improving your casts and allowing you to restore even more Stamina to a Teammate while in combat. | |
How to Stun a Giant | +1% Precision +2% Precision +2% Precision +3% Precision +4% Precision |
10 10 10 3 10 7 10 7 |
A long, dull lesson taught by Professor Binns on the Giant Wars gives insight on the best ways to confront and stun Giants which, in turn, increases your chances of making a Critical Cast while in combat. | |
Celebrity Jeopardy | +1 Max Focus +2 Max Focus +2 Max Focus |
12 12 12 4 |
You journey to India with the one-named Celebrity Magizoologist Naasz to find a Phoenix in the wild. Your patience is tested by endless interviews and relentless ego. You increase the amount of Maximum Focus that you can store while in combat. | |
Confound and Bewilder | +1 Initial Focus +1 Initial Focus |
12 12 |
Fieldwork in Egypt finds you with a Sphinx, who delights in asking you vexing riddles to try and catch you off-guard. You successfully answer the creature's brain-teasers and the experience increases the amount of Focus you have at the start of combat. | |
Mordecai's Method | +2Power +2Power +2Power |
12 12 12 4 |
All field members of the Department for the Regulation and Control of Magical Creatures get a combat training visit from Auror Mordecai Berrycloth. The session is useful and increases the amount of damage you can inflict in combat. | |
Re'Em | +11 Stamina +12 Stamina +14 Stamina |
15 15 15 5 |
At Ilvermorny, you find an aged tome detailing the anatomy of the Re'em. The book details how the creature's blood grants physical strength and you concoct an herbal alternative. You increase the amount of damage you can withstand while in combat. | |
Wilderness Wear | +12 Stamina +13 Stamina |
15 15 |
Rubeus Hagrid takes you to Diagon Alley where you buy several robes and other essential pieces of equipment required to handle beasts and creatures. Your new equiment increases the amount of damage you can withstand in combat. | |
Become the Beast | +40 Power whencyou have 5 or greater Focus | 15 15 | A study of the notorious Werewolf Fenrir Greyback reveals that he was a menace. The study helps you control your mind, increasing the amount of damage you inflict in combat when you are at maximum Focus. | |
Shield Charmer | +4% Protego Power +6% Protego Power +7% Protego Power |
18 18 18 6 |
The one-named celebrity magizoologist Naasz offers a very public training on her use of the shield charm. Despite her bravado, the session helps reduce the amount of damage you take when successfully casting Protego in combat. | |
The Bravery Charm | Enhance your entire team by raising their Power against Elite Foes | 18 | A lesson from Harry Potter on maintaining your confidence in combat ends with learning the Bravery Charm, a spell which will Enhance a Teammate by increasing their Power against Elite Foes. | |
Wilderness Wards | +4% Defense 5% Defense 7% Defense 9% Defense |
18 18 18 6 18 12 |
Cerberus Langarm offers a course on which defensive techniques are best suited for field environments and which are better for interior use. The training raises your defensive strength in combat. | |
Doxycide | +4% Accuracy 6 % Accuracy 10% Accuracy |
18 18 18 6 |
You are tasked by Gethsemane Prickle to remove an infestation of Doxies from the draperies, which proves harder than anticipated. Once fully dispatched, you improve your ability to hit more evasive Foes while in combat. | |
Binns Revenge | +2% Defence Breach +3% Defence Breach +4% Defence Breach +5% Defence Breach +8% Defence Breach |
22 22 22 14 22 14 22 14 |
You participate in a long-reaching historical seminar on the Goblin Wars given by Professor Binns of Hogwarts. The informative Q and A increases your effectiveness at breaking through your Foe's defence. | |
Howling Wolves | +2 Power +2 Power +2 Power +3 Power |
22 22 22 14 22 14 |
On the full moon, you agree to join others from the Werewolf Registry to study Werewolf behaviour. The class proves to be quite dangerous and you are one of just six who avoids a lifetime of lycanthropy. The experience gained increases the amount of damage you can inflict during combat. | |
Pet Manticore | +11 Stamina +12 Stamina +14 Stamina +17 Stamina |
22 22 22 14 22 14 |
Theresa Stadt has somehow raised a Manticore - Mr Whiskers - from infancy. You are sent to recover the beast, which proves to be a remarkably ghastly affair. You increase the amount of damage you can withstand in combat." | |
Survival Training | +11 Stamina +13 Stamina +14 Stamina +18 Stamina |
22 22 22 14 22 14 |
Gethsemane Prickle suggests one could learn much living amongst the Centaurs. This proves to be a truly terrible idea. You do, however, gain valuable survival skills, increasing the amount of damage you can withstand in combat. | |
Guest Lecturer | +7% Deficiency Defense +10% Deficiency Defense +13% Deficiency Defense |
22 22 22 14 |
Minerva McGonagall visits and gives a fascinating discourse on the peculiarities of combating Curiosities. You learn a great deal and improve your defence against your biggest weakness: curiosities. | |
Necessary Force | +2 Power +2 Power +3 Power +3 Power |
26 26 26 17 26 17 |
You are forced to calm a spooked Erumpent, the encounter requiring all your physical, mental and magical strength to ensure the beast doesn't hurt itself or others. You increase the amount of damage you can inflict in combat. | |
Acromantula Handling | +13 Stamina +14 Stamina +17 Stamina |
26 26 26 17 |
Gethsemane Prickle runs a hands-on intensive workshop about the handling of Acromantulas, which require fortitude and patience. You increase the amount of damage you can withstand in combat. | |
Curiosities Killed a Cat | +13% Deficiency Defense +17% Deficiency Defense |
26 26 |
You're brought in as a guest lecturer for the Care of Magical Creatures class at Hogwarts. You spend a productive lunch with several Professors, learning the particulars about fighting Curiosities. Your combat skills grow and you improve your defence against your biggest weakness: Curiosities. | |
Improved Revive Charm | Teammate Stamina on Revive: +10% Teammate Stamina on Revive: +10% Teammate Stamina on Revive: +10% |
32 4 32 4 32 4 |
You work with Madame Pomfrey to refine Madame Rosmerta's Revive Charm. The adjustments improve the spell and your revived Teammates now return to combat with even more Stamina. | |
Stamina Charm Maxima | Restore Teammate Stamina +5% Restore Teammate Stamina +5% |
32 4 32 4 |
Augustus Pye of St Mungos Hospital for Magical Maladies and Injuries offers tips that combine Muggle medicine with magic. The results make your Charm restore even more Stamina to a Teammate while in combat. | |
Breath of Dragons | +4% Critical Power +5% Critical Power +6% Critical Power |
32 32 32 21 |
You join Charlie Weasley at the grand opening of a Chinese Dragon Sanctuary. There you witness the precision and power of the Chinese Fireball. The experience increases the amount of damage you can inflict when landing a successful Critical Cast. | |
Two Creatures, Great and Small | +7% Proficiency Power +8% Proficiency Power +10% Proficiency Power +13% Proficiency Power |
32 32 32 21 32 21 |
You study the habits and environments of both Mokes and Occamys to try to discern if their shrinking abilities manifest in a similar fashion. The study increases your understanding of magical creatures, which raises the amount of damage you can inflict against Beasts in combat. | |
Dragon Lady | +7% Defense +9% Defense |
38 38 |
After a brief chat with Ignis Nagy, you are inspired to re-read From Egg to Inferno: a Dragon-Keeper's Guide. The extra study raises your defence against Foes in combat. | |
Trouble with Truckles | +1 Initial Focus | 38 | You join Luna Lovegood in the Forbidden Forest in a search for Bowtruckles. Carefully looking for the tiny creatures requires incredible concentration (and care) and you increase the amount of Focus you have at the start of combat as a result. | |
Lethifold | +5% Critical Power +6% Critical Power +7% Critical Power |
38 38 38 |
A field study on how fend-off a Lethifold before it has the opportunity to devour its victim by utilising a Patronus Charm. The newfound courage you feel increases the amount of damage you can inflict with a successful Critical Cast. | |
Amplified Bravery Charm | Power vs Elites: +30% Power vs Elites: +30% Power vs Elites: +30% |
38 4 38 4 38 4 |
Additional study of the Bravery Charm with Neville Longbottom allows you to employ the spell in battle to devastating effect. You Enhance a Teammate by increasing their Power against Elites even further. | |
Rolf Scamander | +8% Proficiency Power +9% Proficiency Power +11% Proficiency Power +14% Proficiency Power +19% Proficiency Power |
38 s 38 38 25 38 25 51 38 |
A three-day intensive with noted Magizoologist Rolf Scamander, focusing on Magizoology basics. Following the training, you will inflict more damage against Foes weak against Magizoologists in combat. | |
Spiders! | +20% Defence vs Spiders | 46 15 | In an old library, you discover an ancient text which chronicles an ill-fated attempt to teach Acromantulas to recite poetry. While the effort ultimately proves futile, you learn a great deal about the effects of Acromantula venom. You increase your defence against Acromantulas in combat. | |
A Bird in Hand | +15% Defence when you have 5 or greater Focus | 46 15 | You go into the field with Luna Lovegood and learn to detect, catch and befriend Thunderbirds. The training teaches you to control your mind when vulnerable, improving your defence when you have significant Focus. | |
Vile Creatures | +25 Power vs Erklings | 46 15 | A nearby spate of missing Muggle children appears to be the work of Erklings. You join a team to find and eliminate the problem. The experience increases the amount of damage you inflict on Erklings in combat. |
Professors are highly adept spellcasters who use their deep magical knowledge to debilitate Foes while also supporting their Teammates. Professors are most effective against Curiosities. Professors of the magical world have three places to work at Hogwarts, Beauxbatons and Durmstrang being the three most known schools in the wizarding community. There are many different subjects the professors can teach like defence against the dark arts, potions, charms, transfiguration and many more.
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
Ideal Exchange | +5 Power vs Foes with at least 1 Impairment | 2 | Headmistress McGonagall welcomes you by sharing letters between famed magical theoretician Adalbert Waffling and Albus Dumbledore. The immersive reading increases the amount of damage you can inflict in combat against Impaired Foes. | |
N.E.W.T.s Preparation | +7 Stamina +8 Stamina |
2 2 |
You revisit the Nastily Exhausting Wizarding Test (N.E.W.T.s) as a professor. As you assemble the materials, you find yourself re-learning several basics you had forgotten. You increase the amount of damage you can withstand in combat. | |
Situational Understanding | +2 Power +2 Power |
2 2 |
While reading Quidditch Through the Ages, you discover interesting parallels that could apply to attack spells. Your new understanding increases the amount of damage you can inflict in combat. | |
From Seed to Tree | +7 Stamina +9 Stamina +10 Stamina |
4 4 4 1 |
Professor Sprout offers to teach you everything she knows about Herbology and herbal remedies in a series of 23 six-hour classes. After completing the course, you increase the amount of damage you can withstand in combat. | |
A New Perspective | +7% Defense +10% Defense |
4 4 |
An owl arrives with a pair of Omnioculars which can replay your last battle. You diligently study yourself and begin to understand your weaknesses, increasing your defence against Foes in combat. | |
The Deterioration Hex | Place an Impairment on a Foe that lowers their Stamina every time they attack or defend | 4 | Professor McGonagall personally shows you the details and magical theory behind the very useful Deterioration Hex. When cast on a Foe, they become Impaired and lose Stamina every time they attack or defend. | |
Book Mates | +2 Power +2 Power |
4 4 |
Professor Flitwick gives you his personal, annotated copy of The Book of Charms & Spells. You learn new ways to cast Charms, increasing the amount of damage you can inflict in combat in the bargain. | |
Room of Requirement | +2 Power +3 Power |
4 4 |
Upon discovering the Room of Requirement, it reveals a single book with an approach to spell casting you had never previously considered. You increase the amount of damage you can inflict in combat. | |
Restricted Section | +6% Defence vs Foes with at least 1 Impairment | 4 15 | While perusing the Restricted Section in the Hogwarts Library, you discover a copy of Magick Moste Evile. Upon examining the book, you increase your defence against Dark Forces. | |
Improved Deterioration Hex | -10 Impair foe Stamina -10 Impair foe Stamina |
4 4 4 4 |
In the Restricted Section of the Library you find an alternate incantation of the Deterioration Hex which seems even more potent. Your spell now increases the Foe's Impairment, so they lose more Stamina every time they attack or defend. | |
The Mending Charm | Restore a Teammate's Stamina by a small amount | 5 | Madame Pomfrey offers to teach you a rudimentary form of the Mending Charm, a spell which restores a Teammate's Stamina by a small amount. | |
Strength in Numbers | +5 Power while Player has at least 1 Enhancement | 5 15 | Minerva McGonagall shows you how to draw on the strength of others when in combat. The lesson increases the amount of damage you can inflict in combat when Enhanced by a Teammate. | |
Sparring Specifics | +9% Defence vs Foes with at least 2 Impairments | 6 15 | Professor Flitwick imparts to you the importance of specificity in your spell casting and footwork. The advice increases your defensive strength against Impaired Foes. | |
Binns Mode | +1% Precision +2% Precision |
6 6 |
Professor Binns is lecturing on the Giant Wars. You manage to stay awake through the entire treatise. Your ability to stay concentrated increases your chances of making a Critical Cast in combat. | |
Summer Reading | +9% Proficiency Power +11% Proficiency Power +14% Proficiency Power +19% Proficiency Power |
7 7 7 2 7 4 |
A detour through Flourish and Blotts leaves you with a stack of new books to study over the summer. Your combat skill against Curiosities improves from the intensive study. | |
Mending Charm Maxima | +2 Stamina restored to Teammate | 7 4 | Madame Pomfrey offers to add some advanced concepts to your Mending Charm, allowing you to restore a Teammate's Stamina by a slightly larger amount. | |
Light Reading | +5% Critical Power +6% Critical Power |
7 7 |
Within a dusty tome, you find a series of mental strengthening techniques focused around concentration which, when practised, increase the damage done with a successful Critical Cast. | |
Teamwork Makes the Dream Work | +12 Power while Player has at least 2 Enhancements | 7 15 | A joint class taught by Professors Flitwick and Sprout on how different magical approaches - when combined with teamwork - achieve devastating effects. The amount of damage you are able to inflict while Enhanced by a Teammate increases. | |
Confidence | +6% Defence while Player has at least 1 Enhancement | 8 15 | You find a withered copy of Gilderoy Lockhart's “Magical Me.” The book underlines the value of confidence. You take it to heart and increase your defensive strength in combat when Enhanced by a Teammate. | |
The Art of the Stance | +8 Stamina +10 Stamina +11 Stamina |
8 8 8 2 |
You run across Ron Weasley in the The Leaky Cauldron, which leads to a spirited debate about defensive footwork in duelling. You increase the amount of damage you can withstand in combat. | |
The Protection Charm | Enhance a Teammate by increasing their Defense | 8 | Professor Flitwick shows you the secret to his exceptionally powerful Protection Charm. After his training, this spell renders you capable of Enhancing a Teammate by increasing their defence. | |
Wand Wizardry | +2 Power +3 Power +3 Power |
8 8 8 2 |
You visit Ollivander for a routine rebalance. Instead, he teaches you new methods for connecting more completely to your wand. You increase the amount of damage you can inflict against Foes in combat. | |
Attention to Detail | +2% Precision +2% Precision +3% Precision |
8 8 8 2 |
You seek out some personal time with Headmistress McGonagall, who reminds you to mind the tiniest details. This work increases damage done whenever you successfully land a Critical Cast. | |
Divinating Details | +1 Initial Focus +1 Initial Focus |
10 10 |
Reading the tea leaves with Professor Trelawney leads to a reminder that danger is literally everywhere. You increase the amount of Focus you have at the start of combat. | |
Poppy's Prescription | +9 Stamina +10 Stamina +11 Stamina +14 Stamina |
10 10 10 3 10 7 |
While helping Madame Pomfrey assist a student with a painful Quidditch injury, she gives you practical advice on pain management. You apply the ideas and increase the amount of damage you can withstand in combat. | |
Nearly Headless Nick | +9 Stamina +10 Stamina +11 Stamina +14 Stamina +19 Stamina |
10 10 10 3 10 7 10 7 |
You strike up a conversation with Nearly Headless Nick where he reveals his fears about death and avoiding dying. You increase the amount of damage you can withstand in combat. | |
Deterioration Hex Maxima | -10 Impair foe Stamina -10 Impair foe Stamina -10 Impair foe Stamina |
10 4 10 4 10 4 |
In a remote part of the dungeons you discover a hand-written, alternative inflexion for the Deterioration Hex, maximising its effects. The spell now Impairs a Foe so they lose more Stamina every time they attack or defend. | |
Subliminal Understanding | +2% Precision +3% Precision +3% Precision |
10 10 10 3 |
While wandering the Forbidden Forest, you witness a group of Centaurs firing their bows with incredible precision. By studying their methods, you increase the damage done whenever you successfully land a Critical Cast. | |
Enhanced Protection Charm | +2% Defense +2% Defense +2% Defense |
12 4 12 4 12 4 |
Headmistress McGonagall teaches you to adjust your stance while altering your head position, massively augmenting the effects of your Protection Charm. The spell will now Enhance a Teammate by increasing their defence even more than before. | |
Falling for Quidditch | +11 Stamina +12 Stamina +15 Stamina +18 Stamina |
12 12 12 4 12 8 |
You attend a demonstration given by Quidditch star Ginny Weasley on body control techniques when knocked from a broom. You find the work applicable to combat and increase the amount of damage you can withstand in combat. | |
Pronunciation Proclamation | +3 Power +3 Power +3 Power |
12 12 12 4 |
A dusty tome recommended by Madame Pince in the Hogwarts Library offers an alternate intonation for a familiar spell, increasing the amount of damage you can inflict in combat. | |
Problem Solving | +3% Defence Breach +5% Defence Breach +7% Defence Breach |
15 15 15 5 |
You choose to participate in an informal duelling competition against Hogwarts faculty members. The experience increases your effectiveness at breaking through your Foe's defences. | |
Master Mind | +1 Maximum Focus +2 Maximum Focus +2 Maximum Focus |
15 15 15 5 |
You attend a mind-over-matter seminar for Professors taught by the centaur Firenze, the one-time Professor at Hogwarts. The training increases the maximum amount of Focus you can store in combat. | |
Flight of Fancy | +3% Accuracy +4% Accuracy +5% Accuracy +8% Accuracy +12% Accuracy |
15 15 15 5 15 10 15 10 |
Madame Hooch spends an afternoon with you casting spells while in flying on your broom, which instantly increases your ability to effectively hit more evasive Foes in combat. | |
Legendary Lesson | +6% Deficiency Defense +8% Deficiency Defense +11% Deficiency Defense |
15 15 15 5 |
Harry Potter runs a class on detecting Dark magic, raising your defence against your biggest weakness: Dark Forces. | |
Team Teaching | +9% Defence while Player has at least 2 Enhancements | 18 15 | After suffering through two hours of Headmaster Portraits bickering amongst themselves, you emerge with a new appreciation of the value of teamwork. As a result, you improve your defence in combat when Enhanced by a Teammate. | |
The Proficiency Charm | Enhance your entire team by raising their Proficiency Power | 18 | Hermione Granger, returning from a sojourn overseas, demonstrates a teamwork charm. When cast, this spell Enhances your entire team by raising their Proficiency Power. | |
The Dark Forces | +11% Deficiency Defense +14% Deficiency Defense |
18 18 |
You find and voraciously consume an old copy of Professor Quentin Trimble's book: The Dark Forces: A Guide to Self-Protection. You instantly improve your defence against your biggest weakness: Dark Forces. | |
Fly on the Wall | +3 Power +3 Power +4 Power +4 Power |
22 22 22 14 22 14 |
While visiting the Ministry, you drop by the Auror Office. You overhear several informative (if slightly disturbing) conversations and increase the amount of damage you can inflict in combat. | |
Star Power | +3 Power +3 Power +4 Power +5 Power |
22 22 22 14 22 14 |
Professor Aurora Sinistra takes a liking to you and opens your mind with a remarkably-insightful argument connecting Astronomy to success in combat. You increase the amount of damage you can inflict in battle. | |
Protection Theory Analysis | +2% Protego Power +3% Protego Power |
22 22 |
A prolonged study of various magical theories which focus on protection and security. Studying the material results in reducing the amount of damage you take when successfully casting Protego in combat. | |
The Lost Masterpiece | +6% Critical Power +7% Critical Power +9% Critical Power |
26 26 26 17 |
You discover a hand-written manuscript by the legendary Charms master Catullus Spangle. Before turning it over to Madame Pince, you read it and increase the damage you do with a successful Critical Cast. | |
The Open Mind | +2 Maximum Focus +3 Maximum Focus |
26 26 |
A Divination session with Professor Trelawney convinces you to open your mind in battle, allowing you to cast spells more easily under pressure. The maximum amount of Focus you can store in combat increases greatly. | |
Perfected Proficiency Charm | +4% Proficiency Power +4% Proficiency Power +4% Proficiency Power |
26 4 26 4 26 4 |
You run across Aberforth Dumbledore in Hogsmeade and he shows you his version of the Proficiency Charm. You are now able to Enhance your entire team by raising their Proficiency Power even more than before. | |
Perfected Protection Charm | +2% Defense +2% Defense +2% Defense +2% Defense |
32 4 32 4 32 4 32 4 |
Professor Aurora Sinistra offers to give you some tips around maximising the effects of your Protection Charm. Her tweaks allow you to Enhance a Teammate by further increasing their defence in combat. | |
American Ingenuity | +8% Critical Power +9% Critical Power +11% Critical Power |
32 32 32 21 |
An international visit from the American Auror, Saranna Wilkinson leaves you with several very useful tips, increasing the amount of damage done with a successful Critical Cast. | |
Deterioration Hex Mastery | -10 Impair foe Stamina -10 Impair foe Stamina |
32 4 32 4 |
Professor Longbottom shows you a mental trick that makes the Deterioration Hex feel like second nature. The spell suddenly has greater effect, Impairing Foes so they lose even more Stamina every time they attack or defend. | |
Dementors | +14% Proficiency Power +17% Proficiency Power +20% Proficiency Power +26% Proficiency Power |
32 32 32 21 32 21 |
Participate in an academic study of Dementors to try and understand the creatures more completely. Despite the unease that never leaves you, the insight gain allows you to inflict more damage against Dark Forces in combat. | |
Confronting the Faceless | +4% Protego Power +5% Protego Power +6% Protego Power |
38 38 38 22 |
At a memorial on the anniversary of the Battle of Hogwarts, you are treated to several expert demonstrations of the Shield Charm. You pay attention and forever reduce the amount of damage you take when you successfully cast Protego in combat. | |
Advanced Proficiency Charm | +4% Proficiency Power +4% Proficiency Power +4% Proficiency Power +4% Proficiency Power |
38 4 38 4 38 4 38 4 |
Professor McGonagall works to improve your ability to connect with your Teammates. The session improves your Proficiency Charm, Enhancing your entire team by raising their Proficiency Power. | |
On Sabbatical | +12 Power vs Foes with at least 3 Impairments | 38 15 | You take a short sabbatical to Beauxbatons Academy of Magic to study with Madame Maxime. Her work is transformative and you increase the amount of damage you can inflict in combat against Impaired Foes. | |
Pesky Pixies | +30 Accuracy (vs Pixies) | 46 15 | Hogwarts is hit with a massive Pixie infestation. All Professors are required to spend time finding and removing nests of nettlesome Pixies. The extra practice increases your ability to effectively hit Pixies in combat. | |
The Living Textbook | +12% Defense +15% Defense |
46 46 |
A visit by renowned textbook author Miranda Goshawk leads to a one-on-one lesson on scaling defensive spells. The lesson increases your defensive strength in combat. | |
Student Teaching | +12 Stamina +14 Stamina +17 Stamina +21 Stamina |
46 46 46 30 46 30 |
You prepare supplementary lessons for seventh years to help prepare for their N.E.W.T.s. You find that the time spent actually benefits you - increasing the amount of damage you are able to withstand in combat. | |
Full Moon Hunter | +30% Defence Breach (vs Werewolves) | 46 15 | The Werewolf Registry provides a handbook featuring Bill Weasley discussing his experiences with a werewolf. The informative Q and A increases your effectiveness at breaking through werewolves' defence. |
Advanced Adversarial Combat[]
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
+7% Dodge vs Feared Adversaries | 150 30 1 | You volunteer at the Modesty Rabnott Snidget Reservation in Somerset, England. While there, you spend time observing Golden Snidget in the wild. You're inspired by the way they agilely evade predators and incorporate their evasive manoeuvres into your own defensive strategy, improving your ability to dodge Adversaries in Feared Chains. | ||
+8% Dodge vs Feared Adversaries | 175 35 1 | Famed Muggle expert, Myra Curio, advises you to take ballet classes to improve your agility. You sceptically follow her advice and take a few introductory lessons. After some spectacularly failed pirouettes, you start to get a feel for balance and control. Your ability to dodge Adversaries in Feared Chains increases. | ||
+9% Dodge vs Feared Adversaries | 200 40 2 | Auror Dorian Fungbury invites you to test his new combat training regimen. But instead of duelling, he pits you against thirty out-of-control Bludgers sans wand. You break a few ribs, but learn a valuable lesson about staying light on your feet, improving your chances of dodging Adversaries in Feared Chains. | ||
+10% Dodge vs Feared Adversaries | 225 45 3 | Constance talks retired Auror Ron Weasley into hosting an informal lesson on a topic he's all too familiar with: evading enemy attacks. The practical session highlights the advantages of supplementing defensive spells with evasive manoeuvres like side-steps and rolls. Your ability to dodge Adversaries in Feared Chains increases. | ||
+16% Dodge vs Feared Adversaries | 250 50 75 | Inspired by his late teacher, Remus Lupin, Harry Potter arranges a training course for all SOS Task Force members. Completed without the aid of a wand, and with spells flying towards you, the course teaches tactical awareness and mobility. Your ability to dodge Adversaries in Feared Chains increases. | ||
+7% Precission vs Feared Adversaries | 150 30 1 | You confide in Mathilda Grimblehawk that you're looking to be more effective in the fight against Adversaries, but aren't sure how. She suggest you take a leaf from the beasts and study your prey's weaknesses before striking. Taking her advice increases your chance of critically hitting Adversaries in Feared Chains. | ||
+8% Precission vs Feared Adversaries | 175 35 1 | You find a report written by a young Alastor Moody describing the incident in which he lost his eye. Moody recounts how he overcame his foes despite his impairment, which inspires you to turn pain into literal power, increasing your chance at landing Critical Casts on Adversaries in Feared Chains. | ||
+9% Precission vs Feared Adversaries | 200 40 5 | In the Forbidden Forest, you encounter a Centaur with a broken leg. After healing him, you help him to his Camp. The Centaurs reluctantly let you observe their archery practice. By mimicking their techniques for precision shooting, you increase your likelihood of landing Critical Casts on Adversaries in Feared Chains. | ||
+10% Precission vs Feared Adversaries | 225 45 3 | Mordecai Berrycloth has had enough of sloppy wandwork. He announces via memo that all SOS agents must attend a casting seminar at once. You begrudgingly participate, but find that the refresher on proper form helps increase your chances of landing Critical Casts on Adversaries in Feared Chains | ||
+16% Precission vs Feared Adversaries | 250 50 75 | Gethsemane Prickle recruits your help relocating a Chimaera threatening a remote village in Zagoria, Greece. You nearly lose an arm, but gain the ability to strategically assess and target weaknesses in battle. Thanks to this, you find yourself landing Critical Casts on Adversaries in Feared Chains more often. | ||
+10% Accuracy vs Lethal Adversaries | 200 40 100 | Auror and daughter of Demelza Robins, Nienna Robins, invites you to spar. To your dismay, Nienna wipes the floor with you. But by studying her misdirects and stances, you gain the upper hand. You apply this strategy to battles against Adversaries in Lethal Chains, making your attacks harder to dodge. | ||
+15% Accuracy vs Lethal Adversaries | 200 40 150 | One-named celebrity Magizoologist Naasz offers a fabulous reward for the return of her lost Demiguise. Its precognition proves challenging, but you manage to safely return him. You walk away with Naasz's autograph and inspiration for catching opponents off-guard. Adversaries in Lethal Chains now have a harder time dodging your attacks. | ||
+20% Accuracy vs Lethal Adversaries | 200 40 200 | In lieu of disciplinary action, Mundungus Fletcher hosts a seminar on distraction and misdirection. You initially scoff at the idea, but his tips for getting the upper hand on and outwitting opponents proves surprisingly useful. Your attacks are now harder for Adversaries in Lethal Chains to dodge. | ||
+25% Accuracy vs Lethal Adversaries | 200 40 250 | MACUSA Captain of Aurors, Cas Carneirus, hosts a bootcamp to better prepare SOS agents for duels against Adversaries. She puts you through rigorous wand drills until your casting speed is top-notch. Your casting arm is sore for days, but Adversaries in Lethal Chains can't dodge your attacks as easily. | ||
+30% Accuracy vs Lethal Adversaries | 200 40 300 | Your duelling proficiency qualifies you to take the Ministry Duellist Certification exam. Passing will be recognition of your mastery of martial magics. The gruelling ten round duel takes all your skill, but passing boosts your confidence in combat. Adversaries in Lethal Chains dodge your attacks less often. |
SOS Task Force Appraisal[]
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
LVL.4 |
+140 Spell Mastery | You study the Ministry's current Returned Foundable Manifest, looking for patterns in Trace type, location information, and details on the types of spell variations used to overcome specific Confoundable obstacles. You are able to turn this mish-mash of detail into an improved capacity for returning Foundables from Trace. | ||
+60 Spell Mastery | You liaise with a colony of Giants to assess the effects of the Calamity. Your arrival sparks outrage — they blame wizards for this nightmare. You convince them, after several hours of violence, that it wasn't your fault, improving your chance of successfully returning Traces you encounter in the process. | |||
LVL.5 |
+ Trace Charm Efficacy | You work with a Ministry team studying the eccentric twins Helixa and Syna Hyslop, where you learn the intricacies of their famous Gemino Curse. Your deeper understanding of manifestation spelleasting allows your team to create the Trace Charm, Pario Vestgius, which reveals Traces other wizards right not see. | ||
+3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect +3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect |
On the advice of Myra Curio, you track down a copy of a Muggle fencing guide. The diagrams and practical exercises help you to master purposeful, consistent movements for casting spells of all types. Increases the benefits gained when casting Spells using Exstimulo Potions. | |||
LVL.6 |
+100 Spell Mastery | You follow a lead on missing Task Force supplies and discover Mundungus Fletcher rifling through a crate of ill-gotten Leaping Toadstools. You confront the thief and up in a fierce but brief duel. Mundungus flees, not unlike a Confoundable, and your chance of successfully returning Foundables from Traces increases. | ||
+5% Baruffio's Brain Elixir XP Increase +5% Baruffio's Brain Elixir XP Increase |
Sanderson Bowles, member of the St. Troglodous Order of Labours (STOOL), suggests that blended Dragon dung Fertiliser increases the potency of Leaping Toadstools, a key ingredient of Baruffio's Brain Elixir. You find the advice highly effective and share it with the Task Force. Your elixir's Wizarding XP bonus increases. | |||
LVL.7 |
+1 Inn Charm Efficacy | During you travels, your personal charisma and diligence has made you well-known amongst innkeepers as force for good. You are able to channel the resulting goodwill into the Inn Charm, Tribuomnus, a spell that provides additional Spell Energy for everyone in proximity of the targeted Inn. | ||
+2 Tonic for Trace Detection: Traces | At Constance Pickering's request, you reach out to all Task Force members and compile their personal tweaks to the Tonic for Trace Detection. While most adaptations are useless - or downright dangerous - Theo Strongarm's vigorous stirring method yields surprising results. The number of Traces revealed by the Tonic increases. | |||
This lesson increases the duration of the Baruffio's Brain Elixir potion effect by 5 minutes. | Rubeus Hagrid demonstrates that, via arduous hours of reinforcement using Bertie Bott's Every Flavour Beans, Fire-breathing chicken can be taught to hold a consistent temperature on a cauldron - and fine-tune it on command. The technique is valuable, despite the occasional burn. The duration of you Baruffio's Brain Elixir increases. | |||
LVL.8 |
+100 Spell Mastery | While attending a magical history lecture given by Professor Binns, you find yourself nodding off. You battle the urge, using every fibre of your being to remain awake - for the full four hours. This newly-gained fortitude increases your chance of successfully returning Foundables from Trace. | ||
+2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency |
The Practical Potioneer features an explosive article speciously linking being a Foundable to a higher incidence of twisted spleens. While the article shares no actual data, the information about modifying healing salves for internal injuries proves useful. The reading increase the effects you glean from your Healing Potions. | |||
+1% Tonic for Trace Detection Brew Time Reduction +2% Tonic for Trace Detection Brew Time Reduction |
Following reports of several exploding caravans, the International Magical Trading Standards Body releases a paper on Erumpent horn. They assert that grating Erumpent horns makes it far less volatile for travel. You follow the procedure and happily discover that when brewing a Tonic for Trace Detection it reduces brew time. | |||
This upgrade allows you to cast you Trace Charm more often | Through repeated casting of the Trace Charm you realise you have been overexerting yourself. You have Gethsemane Prickle do a thorough evaluation of your technique and her brutal feedback about your "lazy footwork" immediately pays dividends. You increases the maximum number of times you can cast you Trace Charm. | |||
+1 Increase to Trace Rarity | Through your studies, you understand the Calamity Spell in completely new ways. By focusing on the nature of a given Foundable completely, you discover that it helps you find other, rare Foundables nearby. Your Trace Charm now has the chance to reveal an rarer Trace. | |||
+3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect +3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect |
Gethsemane Prickle intercepts you in a hallway and feverishly discusses commitment. Raising up a gnarled, distorted husk of a hand she declares: "this is from the proper use of a potion ladle". You spend weeks learning her debilitating method and increase the effectiveness of your Strong Exstimulo Potions. | |||
+30 Spell Mastery +30 Spell Mastery |
You attend a spellcasting workshop featuring the ever-dour Auror, Mordecai Berrycloth. He gives insight into how he approaches casting spells against Confoundables, teaching you a valuable lesson in determined spellcasting. The new techniques you learn increase your chance of successfully returning Foundables from Trace. | |||
+1% Strong Exstimulo Potion Brew Time Reduction +2% Strong Exstimulo Potion Brew Time Reduction |
You review a passage of Zygmunt Budge's Book of Potions, which suggests that sometimes, agitating a potion may be more effective than stirring. After a prolonged search, you find a cauldron-size lid and give agitating a go. Despite a few spills, the brew time for Strong Exstimulo Potion is reduced. | |||
+3% Heal Potion Brew Time Reduction +3% Heal Potion Brew Time Reduction |
You spend a week at St Mungo's shadowing Healer Omar Abasi, observing magical injuries - from simple Bowtruckle scratches, to the horrific aftermath of spells gone awry. By week's end, you're gained knowledge of healing and appreciation for your day job. The experience reduces the brew time of Healing Potion. | |||
+1% Exstimulo Potion Brew Time Reduction +2% Exstimulo Potion Brew Time Reduction |
You receive owl from Herbology professor Neville Longbottom, suggesting that you dry Bitter root for several days before use. His advice is sound, as the dried Bitter root turns out to be far more potent (and somehow, more bitter). this reduces the brew time for Exstimulo Potion. | |||
+1% Baruffio's Brain Elixir Brew Time Reduction +2% Baruffio's Brain Elixir Brew Time Reduction |
Rowena Rowle lets you into the Department of Mysteries to share theories about Grim Fawley. As she monologues, you stare into the Tank of Brains - accidentally inspiring one to leap onto you. Rowena save you and, strangely, this experience reduces your brew time for Baruffio's Brain Elixirs. | |||
LVL.9 |
+80 Spell Mastery | You become enthralled with the idea of communicating with Confoundables. You try this approach only to discover that most of them react in very direct, aggressive, intensely painful ways. You learn some valuable lessons about pain management that increase your chance of successfully returning Foundables from Trace. | ||
+3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect +4% Exstimulo Potion Trace Effect, +4% Exstimulo Potion Combat Effect |
Horace Slughorn send you an owl with a spot of advice he learned during his numerous tenures as Potions Master at Hogwarts. He suggests consuming potions on an empty stomach - this simple technique can lead to greater potency. Following it immediately increases the effectiveness of your Exstimulo Potions. | |||
Increases the chances of receiving High Energy foods from Restaurants | The constant eating since joining the Task Force has turned you into a foodie. You decide to put your newfound knowledge to use and compile a cookbook entitled "Calamity Cuisine: Culinary Cooking for Crisis". You have increase your chance of being fed high-energy food at Restaurants. | |||
+2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency |
You are fortunate enough to have a meal with St Mungo's medic and Daily Prophet celebrity healer Helbert Spleen. He show you several ways to modify the harvesting, handling and incorporation of Dittany. This results in an in increased effectiveness from Healing Potions and mention in his advice column. | |||
+2% Exstimulo Potion Brew Time Reduction +2% Exstimulo Potion Brew Time Reduction |
Convinced you can improve your Exstimulo Potion results, you investigate your supply chain and discover that Mundungus Fletcher has been flooding the market with substandard Re'em blood - cut with common Ox blood. You shut down the operation. With pure Re'em blood available, the brew time for Exstimulo Potion decreases. | |||
+2% Baruffio's Brain Elixir Brew Time Reduction +2% Baruffio's Brain Elixir Brew Time Reduction |
Charlie Weasley greets you at Romanian Dragon Sanctuary. His beasts are healthy and well groomed - they even receive regular nail trimmings. Charlie mentions that manicured claws are especially potent potion ingredients, and agrees to send you a shipment after every pedicure. You Baruffio's Brain Elixir brew time is reduced. | |||
LVL.10 |
+80 Spell Mastery | An overnight seminar is hosted in the Forbidden Forest by Firenze, centaur and Divination teacher at Hogwarts. The interactive experience focuses on Astronomical Divination and you think you learn a great deal, although you're not sure exactly what. Your attendance increases you chances of successfully returning Foundables from Trace. | ||
+3% Heal Potion Brew Time Reduction +3% Heal Potion Brew Time Reduction +3% Heal Potion Brew Time Reduction |
Herbology Professor Neville Longbottom makes the unusual suggestion of stroking, talking, and singing to your plants to encourage healthy growth. You feel a bit silly, but discover that serenading your plants with Celestina Warbeck's greatest hits actually does produce highly potent Dittany. This reduces your Healing Potion's brew time. | |||
+2% Invigoration Draught Brew Time Reduction +2% Invigoration Draught Brew Time Reduction +2% Invigoration Draught Brew Time Reduction |
You attended a retrospective on the career of Pomona Sprout. The tales of her Hogwarts tenure are charming, poignant, and unexpectedly informative - including lesson like "never turn back on a teething Tentacula" and "for best results, pick Lovage at dawn". This last suggestion reduces Invigoration Draught's brew time. | |||
+1% Tonic for Trace Detection Brew Time Reduction +1% Tonic for Trace Detection Brew Time Reduction +1% Tonic for Trace Detection Brew Time Reduction |
Your are gobsmacked when "guitarist" Mundungus Fletcher present his opus "Solowithmio". Afterward, you gush, but he admits he can't play (a potion was in everyone's drink). As you make him return the money, he shares his brewing secrets and now your Tonic for Trace Detection take less time to brew. | |||
+5% Baruffio's Brain Elixir XP Increase +6% Baruffio's Brain Elixir XP Increase +6% Baruffio's Brain Elixir XP Increase |
You attend a hands-on potions workshop directed be Myra Curio. She demonstrates a Muggle cooking technique called sous vide, which she has adapted for potion-brewing. You spend hours bottling ingredients and immersing them in boiling water, to surprisingly great effect. The Wizarding XP bonus from your Baruffio's Brain Elixir increase. | |||
+2% Overall Departure Denial Chance +2% Overall Departure Denial Chance +2% Overall Departure Denial Chance |
One aspect of the Calamity confuses everyone in the SOS Task Force - why do Confoundables depart? You review some of Grim's arcane notes and theorise that perhaps the Confoundables exist as a test? Are they protecting the Foundable? Your increased perception decreases the chances a Confoundable will Depart after each cast. | |||
LVL.11 |
+1 Greenhouse Charm Efficacy | You spend time tinkering with the Herbivicus Charm and Gemino Curse and discover that you can instantly distribute planted ingredients near Greenhouses while increasing the yield of those same ingredients. Using this new Greenhouse Charm, Celescere, you are able to distribute potion ingredients near Greenhouses and increase the yield within. | ||
+30 Mastery vs Hogwarts School Traces +30 Mastery vs Hogwarts School Traces +40 Mastery vs Hogwarts School Traces |
Professor McGonagall invites you, through special request, to view the original architect's blueprints for Hogwarts Castle. Studying them just for a few minutes reveals how much the school has changed over the years and illustrates the transformative power of magic. The session increases your chance of returning Hogwarts School Traces. | |||
+2% Departure Denial vs Hogwarts School Traces +3% Departure Denial vs Hogwarts School Traces |
Madam Pince, the Hogwarts librarian, reaches out you with suggested reading material written by former Professors. You're trepidatious at first (your time is valuable) but the books are delightfully written and increase your connection to the old school. The chance that a Hogwarts School Trace Confoundable will depart decreases. | |||
Inns now have increased chance to award Rare XP Gifts | You find yourself with a Task Force research detachment exploring the relationship between food, flavour and magical capability. You make important discoveries that lead to chance in the way turkey legs are seasoned at inns worldwide. Grateful, Innkeepers increase your chance of procuring Extravagant Wizarding XP Gifts from Inns. | |||
+30 Mastery vs Ministry of Magic Traces +30 Mastery vs Ministry of Magic Traces +40 Mastery vs Ministry of Magic Traces |
The Ministry issues a new guidebook regarding the proper process for cataloguing returned Ministry-related Foundables. It contains a list of all currently known Foundables originating from the Ministry; documents, artefacts, equipment and personnel. The guidebook increases your chance of successfully returning Ministry of Magic Traces. | |||
Increases the chances of receiving High Energy foods from Pubs | Constance Pickering asks for help: many Task Force wizards mysteriously linger in pub for hours after eating. You introduce a new magical "pint timer" which immediately ejects any wizard inside a pub for more than two hours. This invention increases your chance of getting high-energy foods at Pubs. | |||
LVL.12 |
+80 Spell Mastery | You decide to get back to basics and study several old texts: Achievements in Charming, Extreme Incantations, The Book of Spells and even a book exclusively centred on casting the single spell - Lumos. The decision leads to an increase in your chance of successfully returning Foundables from Traces. | ||
+30 Mastery vs Magical Games and Sports Traces +30 Mastery vs Magical Games and Sports Traces +40 Mastery vs Magical Games and Sports Traces |
Ex-Holyhead Harpies Seeker Ginny Weasley invites you to a "sporting heroes from the wizarding world" feast. The dinner turns awkward, however, because so many guests lost their finest memories to the Calamity - there's nothing to reminisce. The experience increases your chance of returning Magical Games and Sports Traces. | |||
+30 Mastery vs Wonders of the Wizarding World Traces +30 Mastery vs Wonders of the Wizarding World Traces +40 Mastery vs Wonders of the Wizarding World Traces |
The Quibbler has a long history of documenting Wonders of the Wizarding World - not all of which are confirmed as actually existing. You spend a fascinating afternoon reading hundreds of editions and emerge more aware than before. You increase your chance to return Wonders of the Wizarding World Traces. | |||
+30 Mastery vs Care of Magical Creatures Traces +30 Mastery vs Care of Magical Creatures Traces +40 Mastery vs Care of Magical Creatures Traces |
Mathilda Grimblehawk overhears you discussing a vague interest in the taxonomy of Magical Creatures. She quickly (and aggressively) delivers you a stack of her personal work on the topic (at an almost impenetrable level of detail). Upon reading, you instantly increase your chances of returning Care of Magical Creatures Traces. | |||
+2% Potent Exstimulo Potion Trace Effect, +2% Potent Exstimulo Potion Combat Effect +2% Potent Exstimulo Potion Trace Effect, +2% Potent Exstimulo Potion Combat Effect +2% Potent Exstimulo Potion Trace Effect, +2% Potent Exstimulo Potion Combat Effect |
Gethsemane Prickle is disappointed in Task Force potion-making as a whole and volunteers you to help make it right. Seven weeks later, you emerge with "The Pickle Notes" - a comprehensive set of relentlessly stringent guidelines. Creating the 15,000-pages introductory guide ultimately increases the effectiveness of your Potent Exstimulo Potions. | |||
This upgrade allows you to cast your Inn Charm more often | Professor Flitwick approaches you an a crowded pub and informs you that your method for casting the Inn Charm is unnecessarily elaborate. He advises you on several modifications and, when you make the changes, you increase the maximum number of times you cast your Inn Charm. | |||
Inreases the number of uses from a single Exstimulo Potion | Perusing Blossom Degrasse's recently released "A Humble Guide for Potion Brewing You Cannot Live Without" you notice an addendum which details how one might stretch the use of a single Exstimulo Potion when in grave need. Applying the advice increases the number of charges you get from an Exstimulo Potion. | |||
+2% Departure Denial vs Ministry of Magic Traces +3% Departure Denial vs Ministry of Magic Traces |
You find yourself spending long hours at the Ministry Foundables Repository, conducting research into the relationship between Foundables and their Confoundable guardians. Your close, prolonged proximity to Foundables has a curious side-effect: Confoundables are less likely to depart! Reduces the chances that Ministry of magic Traces will Depart. | |||
+2% Departure Denial vs Care of Magical Creatures Traces +3% Departure Denial vs Care of Magical Creatures Traces |
Rubeus Hagrid send you a "lucky" rabbit's foot, which he claims holds Confoundables in place. Dubious, you soon find that Confoundables seem drawn to the silly trinket. For reasons you cannot fathom, your "lucky rabbit's foot" increases the chances of Departure Denial for Magical Creatures Traces. | |||
LVL.14 |
+80 Spell Mastery | Bad news from Appleby village: Mason Tremblay, an old man and suspected former Death Eater, has gone mad - attacking local Muggles in the community. You intervene, but not before Tremblay could do a lot irreparable damage. The experience increases your chance of successfully returning Foundables from Traces. | ||
+2% Departure Denial vs Magical Games and Sports Traces +3% Departure Denial vs Magical Games and Sports Traces |
Swedish Chaser Olav Anderssen claims no teammates have become Foundables since donning colourful team bracelets. Upon investigation, you discover the team is ranked 43rd in the world - right where no one would think of them. The research increases your chances of Departure Denial for Magical Games and Sports Traces. | |||
Increases the chances of receiving High Energy foods from Teashops | While testing his new joke product, a "Tea Snug", George Weasley has accidentally shrunk several Teashops in Dagenham into miniature. You are sent by Hermione Granger to help solve the problem. You make short work of it. Hermione increases your chances of getting high-energy foods at Teashops. | |||
Increases the chances of receiving High Energy foods from Cafes | You hear harrowing stories about an Inn in Sao Paulo. Turns out the owner is a werewolf whose Wolfsbane Potion supply is limited due to the Calamity. You use your Ministry connections and provide him with a new distributor. He increases your chances of getting high-energy foods at Cafes. | |||
Increases the chances of receiving High Energy foods from Bed and Breakfasts | A rich Muggle somehow finds his way into an Inn in upstate New York and demands to buy the place, offering terrible ideas for “upgrades.” He is relentless and you are forced to obliviate him. The owners gratefully increase your chances of getting high-energy foods at Bed and Breakfasts. | |||
+2% Departure Denial vs Dark Arts Traces +3% Departure Denial vs Dark Arts Traces |
You spend time watching Dark Detectors work. The experience is illuminating - they interact and improve upon each other when working together. This is unique when compared to other types of magical Artefacts. Are the Dark Arts more collaborative? You increase your chances of Departure Denial for Dark Arts Traces. | |||
+2% Departure Denial vs Magizoology Traces +3% Departure Denial vs Magizoology Traces |
One-named celebrity Magizoologist Naasz sends you a trinket: a green-dyed Hippogriff feather with tiny baubles hovering equidistantly around the spine. It seems a rather cheap souvenir, but Nzase insists it is an incredibly valuable Artefact. You're unsure, but carrying it around increases your chances of Departure Denial for Magizoology Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | In your off hours, you take to studying, almost as if you were a student again. The extra effort pays off as your work becomes more efficient and your Ministry superiors take notice. Pleased with your progress, the Ministry increases the amount of XP you gain from Family Chests. | |||
+80 Spell Mastery | Gareth Greengrass shares his latest research over tea. He has documented over 700 instances where spells were cast in anger and all were more powerful than the caster imagined possible. Grim Fawley's Calamity was listed as example 628. Odd. The conversation increases you chance of successfully returning Foundables from Traces. | |||
+30 Mastery vs Mysterious Artefacts Traces +30 Mastery vs Mysterious Artefacts Traces +40 Mastery vs Mysterious Artefacts Traces |
Albert Sallow, veteran Unspeakable, takes members of the Task Force on an informational tour of the Department of Mysteries. The walk and talk is fascinating and you learn an extraordinary amount about the mysterious artefacts kept within the Department. Upon leaving, you increase your chances of returning Mysterious Artefacts Traces. | |||
+30 Mastery vs Dark Arts Traces +30 Mastery vs Dark Arts Traces +40 Mastery vs Dark Arts Traces |
After a scathing Daily Prophet article on "uncontrollable inmates", you visit Azkaban with Dark Detectors to assess the level of misbehaviour. You find that newer inmates are viciously scheming - but the older one, previously guarded by Dementors, remain docile. The experience increases your chances of returning Dark Arts Traces. | |||
+30 Mastery vs Magizoology Traces +30 Mastery vs Magizoology Traces +40 Mastery vs Magizoology Traces |
Consulting a dusty copy of Bestiarium Magicum - a medieval magical bestiary - you notice inscriptions in the margins and hand-written edits. Was this Firenze's copy? You seek out the Centaur and go through the book together - increasing your chances of returning Magizoology Traces. | |||
This upgrade allows you to cast your Greenhouse Charm more often | Retired Hogwarts Professor Pomona Sprout approaches you with some advice. She has been toying with your Greenhouse Charm and has some suggestions for how you could tweak it to allow for more frequent use. Immediately, you increase the maximum number of times you can cast your Greenhouse Charm. | |||
+2% Departure Denial vs Wonders of the Wizarding World Traces +3% Departure Denial vs Wonders of the Wizarding World Traces |
You do a correlation study on what kind of Confoundables protect specific Foundables. You emerge with more thorough understanding of the way the spell functions, particularly when it comes to Wonders of the Wizarding World. You increase your chances of we Denial for Wonders of the Wizarding World Traces. | |||
+1% Potent Exstimulo Potion Brew Time Reduction +1% Potent Exstimulo Potion Brew Time Reduction +1% Potent Exstimulo Potion Brew Time Reduction |
Sanderson Bowles, member of the St. Troglodous Order of Labours (STOOL) recommends dried dung as a fuel for potion-brewing fires. The dung is efficient and long-burning - but the odour requires use of a Bubble-Head Charm when brewing. The unusual fuel reduces the brew time of Potent Exstimulo Potions. | |||
+30 Mastery vs Legends of Hogwarts Traces +30 Mastery vs Legends of Hogwarts Traces +40 Mastery vs Legends of Hogwarts Traces |
You interview several portraits of Hogwarts Headmasters past to gather their insight into the Calamity. Antonia Creaseworthy noted that the Calamity reminded her of a spell used to commit a murder during her lifetime. She found the parallels interesting. The experience increases the chance of returning Legends of Hogwarts Traces. | |||
+40 Mastery vs Hogwarts School Traces +40 Mastery vs Hogwarts School Traces +40 Mastery vs Hogwarts School Traces |
Visiting Hogwarts, you speak with the Sorting Hat. Remarkably, it is able to describe its experience as a Foundable more articulately than anyone else you've interviewed. It seems to understand the Calamity precisely because of its enchanted origins. The exchange increases your chance of Returning Hogwarts School Traces. | |||
LVL.18 |
+60 Spell Mastery | You take a trip to Copacabana, Brazil to help confront a local werewolf syndicate that has magnified the difficulty of dealing with the Calamity in the area. It takes a coordinated effort to round up 77 angry lycanthropes. The experience increases your chance of successfully returning Foundables from Traces. | ||
+40 Mastery vs Ministry of Magic Traces +40 Mastery vs Ministry of Magic Traces +40 Mastery vs Ministry of Magic Traces |
You meet Arnold Peasegood, veteran Ministry Hit Wizard. He reveals that there has been an uptick in crimes against Ministry personnel since the advent of the Calamity. He describes methods for protecting yourself as a Ministry employee. The information increases your chance of successfully returning Ministry of Magic Traces. | |||
Inns now have an increased chance to award Rare Energy Gifts | While visiting a pub with Ron Weasley, you are taken aside by the bartender. Because you brought in a “celebrity”, he reveals a secret phrase you can use for off-menu pints and other goodies. There's now an increased chance of providing an Extravagant Spell Energy Gift from Inns. | |||
+40 Mastery vs Care of Magical Creatures Traces +40 Mastery vs Care of Magical Creatures Traces +40 Mastery vs Care of Magical Creatures Traces |
Rubeus Hagrid holds court in the Ministry auditorium, having brought along several unusual, theoretically-domesticable magical creatures. The talk focuses on care and various creature quirks, and is quite informative. You are determined to one day own a pet Clabbert. The chat increases your chances of returning Care of Magical Creatures Traces. | |||
+20 Spell Mastery +20 Spell Mastery +30 Spell Mastery |
You travel to America to watch the one-named celebrity Magizoologist Naasz perform in her one-woman stage play: The Calamitous Calamity. During the four-hour, entirely wordless performance you laugh, you cry and you increase your chance of successfully returning Foundables from Traces. | |||
Inns now have an increased chance to award Rare Energy Gifts | You visit The Three Broomsticks and are promptly greeted by Madam Rosemerta and a slew of ecstatic pub owners. Your efforts to enhance inns has resulted in a sharp uptick in business. As a reward, they have increased the chance of providing an Extravagant Spell Energy Gift from Inns. | |||
Greenhouse now have an increased chance to reward Rare Ingredient Gifts | You run into Blossom Degrasse, the famous herbologist and potion master. She lauds your role in fighting the Calamity and informs you that from now on, some of your Greenhouse gifts will be extra special! This results in an increased chance an Extravagant Ingredient Gift. | |||
Greenhouse now have an increased chance to reward Exstimulo Potion Ingredient Gifts | Your deft discovery of potion ingredients in the wild catches the eye of the mysterious Most Extraordinary Society of Potioneers, who promptly bestow upon you their highest honor: Principal Plucker. The Order also increases the frequency at which you get an Extravagant Exstimulo Ingredient Gift. | |||
+40 Mastery vs Wonders of the Wizarding World Traces +40 Mastery vs Wonders of the Wizarding World Creatures Traces +40 Mastery vs Wonders of the Wizarding World Traces |
You dig into the work of Bowman Wright, creator of the Golden Snitch (designed to replace the Golden Snidget, an endangered bird). Wright's design is, indeed a wonder - you're left wondering how it really works. The experience increases your chance to return Wonders of the Wizarding World Traces. | |||
+40 Mastery vs Mysterious Artefacts Traces +40 Mastery vs Mysterious Artefacts Traces +40 Mastery vs Mysterious Artefacts Traces |
You engage Garrick Ollivander, wandmaker. His dissertation on wand craft - the wood, the core, the process of building a wand - is clear, but he cannot articulate why the magical aspect works. You wonder if anyone ever really could. The talk increases your chances of returning Mysterious Artefacts Traces. | |||
LVL.20 |
+100 Spell Mastery | The Ministry hosts a panel of luminaries - Harry Potter, Minerva McGonagall, Ginny Weasley - who have all had pieces of their lives turned into Foundables by the Calamity. They speak about their experiences openly. It's an enlightening, emotional evening that increases your chance of successfully returning Foundables from Traces. | ||
This Lesson allows Hogwarts Treasure Trunks the chance to reward you with a Spellbook | You fall asleep while reading Hogwarts: A History and dream of an undiscovered secret passage behind the portrait of Sir Cadogan. Although the passage doesn't exist - and the knight berates you fiercely for looking - you increase your chance to find Spell Books within Hogwarts School Family Chests. | |||
This Lesson allows Ministry of Magic Treasure Trunks the chance to reward you with a Spellbook | You work with famous Auror Saranna Wilkinson, sorting through old Ministry field manuals. You discover one from 1623 with some interesting commentary on the power of magic centred around love and ways to combat its effect. Saranna grants you the chance to receive Spell Books from Ministry of Magic Chests. | |||
+40 Mastery vs Magizoology Traces +40 Mastery vs Magizoology Traces +40 Mastery vs Magizoology Traces |
Mathilda Grimblehawk, Ministry Magizoologist, hosts a workshop on proper care of magical creatures taken by the Calamity. Being a Foundable is very difficult from animals and Mathilda demonstrates various methods she has used to help them adjust to the unexpected displacement. The experience increases your chances of returning Magizoology Traces. | |||
This Lesson allows Wonders of the Wizarding World Treasure Trunks the chance to reward you with a Spellbook | Browsing scrolls in the Hogwarts Library, you discover a long-lost schematic for building Foe Glasses. You present the scroll to Sage Bragnam, whose eyes light up. He can make his own now! He grants you the chance to receive Spell Books from Wonders of the Wizarding World chests. | |||
This Lesson allows Magizoology Treasure Trunks the chance to reward you with a Spellbook | You do a Forbidden Forest excursion with one-named celebrity Magizoologist, Naasz. You learn about posing for photographs, writing pithy owls and turning daily banality into Daily Prophet page-15 stories. You learn nothing about magical beasts. She grants you the chance to receive Spell Books from Magizoology Chests anyway. | |||
This Lesson allows Legends of Hogwarts Treasure Trunks the chance to reward you with a Spellbook | The better research Grim Fawley, you visit the Records Room at Hogwarts. The materials yield nothing useful about Grim, but they do reveal several records not protected by anti-cheating spells that were altered. You fix them and earn the chance to receive Spell Books from Legends of Hogwarts chests. | |||
+40 Mastery vs Legends of Hogwarts Traces +40 Mastery vs Legends of Hogwarts Traces +40 Mastery vs Legends of Hogwarts Traces |
You interview Moaning Myrtle. The discussion is useful, but she yells at you, backs up two toilets and leaves in a huff. Despite the lifetime of emotional damage she has done, you leave understanding her lonely world more clearly. The experience increases the chance of returning Legends of Hogwarts Traces. | |||
This Lesson allows Mysterious Artefacts Treasure Trunks the chance to reward you with a Spellbook | You receive a package from your friend Regina Rowle, the noted Unspeakable. Inside, you find instructional materials designed for new Unspeakables. Much of the material is redacted, but you glean a few valuable lessons. Regina grants you the chance to receive Spell Books from Ministry Artefact Chests. | |||
+40 Mastery vs Dark Arts Traces +40 Mastery vs Dark Arts Traces +40 Mastery vs Dark Arts Traces |
You work with Sage Bragnam on a plan to try and turn Foe-Glass Dark Detectors into “Calamity predictors.” The intriguing, but the Calamity spell doesn't seem to be enough for the new-fangled artefacts to catch hold and work. You increase your chances of returning Dark Arts Traces. | |||
Increases the number of uses from a single Strong Existimulo Potion | Visiting Fortescue's ice cream shop you're met by a bored, spotty nosed teen attendant offering to “show the magic” to anyone interested. You take the tour and hone in on techniques used to prevent melting. A modification later, you increase the number of charges you get from Strong Exstimulo Potions. | |||
+2% Overal Departure Denial Chance +3% Overal Departure Denial Chance +3% Overal Departure Denial Chance |
The Quibbler runs a ridiculous story that posits that each Confoundable is linked to the Foundable it protects. The idea is so inane you decide there may be something there you're not seeing. You change your spelleasting methods and reduce the chances a Confoundable will Depart after each cast. | |||
This Lesson allows Dark Arts Treasure Trunks the chance to reward you with a Spellbook | As requested, Sage Bragnam loans you a copy of Secrets of the Darkest Art by Bullock. The contents are vile and repulsive, but you do understand more about the darkest of Dark Arts. Your courage convinces Bragnam to grant you the chance to receive Spell Books from Dark Arts Chests. | |||
This Lesson allows Care of Magical Creatures Treasure Trunks the chance to reward you with a Spellbook | Hagrid lends you his personal copy of the Monster Book of Monsters. It is a more violent edition of the book and it destroys your favourite mug, eats a chair leg and relentlessly sheds pages. Hagrid grants you the chance to receive Spell Books from Care of Magical Creatures Chests. | |||
This Lesson allows Myagical Games and Sports Treasure Trunks the chance to reward you with a Spellbook | Before an international Quidditch friendly, you speak with Scottish team captain John Talisker, a fellow SOS Task Force member. You offhandedly mention that the entire Irish team is left-handed, which inspires a tactical change for Scotland. Talisker enables you to receive Spell Books from Magical Games and Sports Chests. | |||
This Lesson allows Oddities Treasure Trunks the chance to reward you with a Spellbook | You find yourself trapped in conversation with Mundungus Fletcher, noted thief and con man. He embattles you with drivel about combat against Oddities that frankly sounds completely made up. You decide to do some research instead and gain the chance to receive Spell Book from Oddities Chests. |
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
LVL.15 |
+1 Inn Charm Proficiency | At a fan event, you meet Jordanna Bodiment, the long-time trainer for the Holyhead Harpies. Jordana advises how best to structure meals to maximize your magical abilities This knowledge improves the effects of the Inn Charm, maximizing the Spell Energy attainable by diners at Inns. | ||
+40 Mastery vs Hogwarts School Traces +40 Mastery vs Hogwarts School Traces +60 Mastery vs Hogwarts School Traces |
In the Great Hall, Neville tells several stories from his years at Hogwarts. His tales draw you in, and through his unique perspective, you understand the castle in a way you never did before. Your affection for, and connection to the castle increases your chance of returning Hogwarts School Traces. | |||
+40 Mastery vs Ministry of Magic Traces +40 Mastery vs Ministry of Magic Traces +60 Mastery vs Ministry of Magic Traces |
Sage Bragnam asks for help: Ministry memos are behaving erratically, possibly afraid of becoming Foundables. Your investigation reveals that memos are, in fact, non-sentient, and a mix-up with their routing spell caused the problem. Your clearer understanding of the Calamity increases your chance of successfully returning Ministry of Magic Traces. | |||
+1 Invigoration Draught Focus | While studying a copy of Magical Draughts and Potions by Arsenius Jigger you discover a forgotten chapter on his version of Invigoration Draught. His technique is unusual and takes time to master, but you manage it and increase the Focus you gain from your Invigoration Draughts. | |||
+40 Mastery vs Magical Games and Sport Traces +40 Mastery vs Magical Games and Sport Traces +40 Mastery vs Magical Games and Sport Traces |
Kennilworthy Whisp famed Quidditch expert, opines in the Daily Prophet about which broomstick was most important in Quidditch from a historical perspective. The article gets a massive, vitriolic reaction from fan, reminding you of the power of sport. You increase your chance of returning Magical Games and Sport Traces. | |||
+40 Mastery vs Care of Magical Creatures Traces +40 Mastery vs Care of Magical Creatures Traces +60 Mastery vs Care of Magical Creatures Traces |
The Department for the Regulation and Control of Magical Creatures releases its annual edition of rules and regulations regarding the care and control of magical creatures. Reading through it all is a Form of torture, but it does increase your chances of returning Care of Magical Creatures Traces. | |||
Inns now have an increased chance to award Rare XP Gifts | An Innkeeper in Ottery St. Catchpole informs you that she has produced Treacle tart that uses one third the traditional ingredients. She asks you to help her get word of her recipe out and, in return, she increases your chance of procuring Extravagant Wizarding XP Gifts from Inns. | |||
Greenhouse now have an increased chance to award Baruffio's Brain Elixir Gifts | During a flood near River Bend, North Carolina you come on the scene and begin helping several local Greenhouse owners move endangered potted plants to safety. The proprietors are grateful and increase your chance to procure Extravagant Baruffio Gifts from Greenhouses as a thank you for your compassion. | |||
+2% Baruffio's Brain Elixir Brew Time Reduction +3% Baruffio's Brain Elixir Brew Time Reduction +3% Baruffio's Brain Elixir Brew Time Reduction |
You are invited to the fifth annual Vegetable Vault held in Hogsmeade. The competition, a race where leaping toadstools jump to finishing line, is exhilarating. Afterward, you notice Neville Longbottom collecting all the winners - apparently they are the most potent. This new knowledge reduces the time it takes to brew Baruffio's Brain Elixir. | |||
+2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency +2% Healing Potion Potency |
St Mungo's Augustus Pye makes suggestions to help improve your healing potion. You notice he's using a blend of magical and Muggle techniques, but you try to keep an open mind - Augustus is famous for his crossover work. In the end, you increase the healing gleaned from Healing Potion. | |||
+2% Denial vs Magical Games and Sport Traces +2% Denial vs Magical Games and Sport Traces +2% Denial vs Magical Games and Sport Traces |
You join Gareth Greengrass at Wembley to watch Muggles participate in a Rugby match. The sport is bewildering, but Greengrass helps you appreciate the sheer violence of the spectacle. The experience broadens your understanding of the sporting mind, increasing your chance of Departure Denial for Magical Games and Sports Traces. | |||
LVL.17 |
+1 Greenhouse Charm Proficiency | After speaking with Neville Longbottom about your ingenious Greenhouse Charm he is inspired and suggests some modification. The change in incantation and stance have a profound effect - instantly increasing the number of ingredients available within Greenhouses when you cast your Greenhouse Charm. | ||
+40 Mastery vs Mysterious Artefacts Traces +40 Mastery vs Mysterious Artefacts Traces +60 Mastery vs Mysterious Artefacts Traces |
You study the Weasley's grandfather clock, which tracks the whereabouts of all the family. You try to create a version that tracks Foundables, but it only follows Mundungus Fletcher. Following Mundungus, you observe his predilection for stealing magical artifacts, which paradoxically increases your chances of returning Mysterious Artcfacts Traces. | |||
+5% Baruffio's Brain Elixir XP Increase +5% Baruffio's Brain Elixir XP Increase +6% Baruffio's Brain Elixir XP Increase +7% Baruffio's Brain Elixir XP Increase |
Gareth Greengrass leads a meditation retreat for a select group of Task Force members. With his guidance, you manage to only fall asleep once. More importantly, you feel more focused and mindful - and these effects are further enhanced when using Baruffio's Brain Elixir. Your elixirs Wizarding XP bonus increases. | |||
+2% Departure Denial vs Wonders of the Wizarding World Traces +3% Departure Denial vs Wonders of the Wizarding World Traces +3% Departure Denial vs Wonders of the Wizarding World Traces |
The Leaky Cauldron offers a "disruptive" new dish - Stewed Mandrake Quiche. Nausea inducing, this "food" is probably responsible for the uptick in local Trace activity. You convince management to modify the menu, increasing your chances of Departure Denial for Wonders of the Wizarding World Traces in the process. | |||
+3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect +4% Strong Exstimulo Potion Trace Effect, +4% Strong Exstimulo Potion Combat Effect |
St. Mungo's basement reveals several dusty Granian Flying Horse Hair wigs once worn by sick wizarding children decades ago. Using the hair in potions, you discover they are remarkably potent - perhaps due to aging in the dark. The effectiveness of your Strong Exstimulo Potion increases. | |||
+2% Dawdle Draught Brew Time Reduction +2% Dawdle Draught Brew Time Reduction +2% Dawdle Draught Brew Time Reduction |
A chance encounter at The Leaky Cauldron leads to a lively discussion about potions with Harry Potter. He teaches you an "old friend's" trick for preparing Sopophorous beans: press them with the flat side of your knife to release their juice. This method reduces the brew time of Dawdle Draught. | |||
Wizarding Challenges now have an icreased chance to award Spellbook Gifts upon Victory | Noted Auror and legendary show-off Dorian Fungbury shows you a method for navigating Fortresses in a more flamboyant manner, allowing you to draw more attention to your exploits. Your new talent increases the chance of earning an Extravagant Runestone Gift from Fortresses. | |||
Greenhouses now have an icreased chance to reward Tonic fo trace Detection Gifts | Sanderson Bowles - Greenhouse assistant and member of the St. Troglodous Order of Labours (STOOL) - has you hand-refine a massive hatch of dragon dung. The dung is unusually potent, and STOOL rewards you by increasing your chances to procure Extravagant Tonic for Trace Detection Ingredient Gifts. | |||
Greenhouses now have an icreased chance to reward Exstimulo Potion Ingredient Gifts | Long time Greenhouse attendant Sanderson Bowles asks you for a favor. He needs a rare type of fertilizer whose supply has been strangled. You pull some strings at the Ministry and fix his issue. Sanderson promptly increases the frequency at which you can earn an Extravagant Exstimulo Potion Ingredient Gift. | |||
Greenhouses now have an icreased chance to reward Dawdle Draught Ingredient Gifts | A Greenhouse on the Isle of Skye needs help with a Doxy infestation. But there's a catch - they have no Doxycide! It's tedious work, but you manage despite the biting and scratching. As a reward, they increase the chance of recovering an Extravagant Dawdle Draught Ingredient Gift. | |||
LVL.19 |
+100 Spell Mastery | Pixies are a common Confoundable, so you focus on them to improve your Foundable return rate. You visit Celebrity one-named Magizoologist Naasz, who provides some rather tattered Pixies. Instead of practicing on them, you "accidentally" set them free. The work increases your chance of successfully returning Foundables from Traces. | ||
Increases the chances of receiving High Energy food from Teashops | One-named celebrity Magizoologist Naasz wants to sell her "celebrity" tea blend. She offers 10% of the net profits. The tea tastes like broom cleaner. You tactfully convince her to use it as a solvent instead. Grateful Teashop owners increase your chance of getting high-energy foods at Teashops. | |||
+2% Departure Denial vs Legends of Hogwarts Traces +3% Departure Denial vs Legends of Hogwarts Traces |
You come across a forgotten room at Hogwarts. Inside is a portrait of the first class to graduate from the school - over 1000 years ago. Excited for someone new to talk to, they reminiscence for hours, increasing your chances of Departure Denial for Legends of Hogwarts Traces in the process. | |||
+1 Trace Charm Efficacy | At the Leaky Cauldron, you come across an impromptu talk about the Calamity given by Hermione Granger. You gain insight into the ineffability of the Calamity and this sparks an epiphany: your Trace Charm instantly improves, allowing you to see more Traces that others might have missed. | |||
Increases the chances of receiving High Energy food from Restaurants | Butterbeer is becoming scarce at certain Inns and the Ministry has turned to you for help. You design and implement an collaborate series of bureaucratic shortcuts that allows for faster inspection and approval of Butterbeer stockpiles. Your chances of being fed high-energy foods at Restaurants increases. | |||
This lesson increases the duration of the Baruffio's Brain Elixir potion effect by 5 minutes | At the Ministry archive you find a years-old memo by Gethsemane Prickle. In it, she suggests that the effectiveness of certain potions depends on their temperature at the time of bottling. You take her cue and experiment on bottling and temperature variants, increasing the duration of your Baruffio's Brain Elixir. | |||
+40 Mastery vs Dark Arts Traces +40 Mastery vs Dark Arts Traces +60 Mastery vs Dark Arts Traces |
You visit Borgin and Burkes in Knockturn Alley. The dark artifact boutique's shelves are nearly empty! The proprietors claim that the Calamity is robbing them blind and little stock remains. Perhaps the Calamity isn't a complete disaster after all? The experience increases your chances of returning Dark Arts Traces. | |||
+40 Mastery vs Magizoology Traces +40 Mastery vs Magizoology Traces +60 Mastery vs Magizoology Traces |
Charlie Weasley hosts a week-long dragon care intensive in Romania. You learn dragon-taming techniques and grow fond of several creatures - one of whom has had a piece of her stolen and turned into a combat Foundable. The experience is heart-breaking, but it increases your chances of returning Magizoology Traces. | |||
+1 Greenhouse Charm Efficacy | You become friendly with Terrance Hautsol, owner of several Greenhouses across the globe. Terrance gives some insight into the nature of plants and growth patterns worldwide and you immediately turn this information into an increase in the ingredients you're able to produce when using your Greenhouse Charm. | |||
+50 Mastery vs Hogwarts School Traces +50 Mastery vs Hogwarts School Traces +60 Mastery vs Hogwarts School Traces |
You venture into the Forbidden Forest with Rubeus Hagrid, searching for signs of the Calamity. Remarkably, the forest - not commonly entered by humans - seems free from the disaster. You gain a deeper understanding of the forest from the trip and increase your chances of returning Hogwarts School Traces. | |||
+3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect +3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect +3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect +3% Exstimulo Potion Trace Effect, +3% Exstimulo Potion Combat Effect |
Mundungus Fletcher offers crates of Galanthus Nivalis (Snowdrop) he "happened to come across" at a Muggle old-folk's home. He claims the Muggles augment their snowdrops, making them far more potent. You try it and discover he wasn't lying - the Snowdrop immediately increases the effectiveness of your Exstimulo Potions. | |||
LVL.22 |
+1 Inn Charm Efficacy | The one-named celebrity Magizoologist Naasz gives a theoretical magics lecture regarding harmonic attuning and energy. You find it relentless, droll and sophomoric and are therefore quite stunned when your Inn Charm suddenly increases the amount of Spell Energy it distributes in the area around an affected Inn. | ||
Increases the chances of receiving High Energy food from Pubs | The Daily Prophet has recently focused on hard news, reducing the size of editions and wreaking havoc on the local fish-and-chips industry. You convince Xenophilius Lovegood to make the Quibbler available to use as an alternate wrapper. The fishermen happily increase your chance of getting high-energy foods at Pubs. | |||
+40 Mastery vs Legends of Hogwarts Traces +40 Mastery vs Legends of Hogwarts Traces +60 Mastery vs Legends of Hogwarts Traces |
You find an artefact that allows you to communicate with marine life. You try it on the Giant Squid in the Black Lake. It works! Unfortunately, the squid is obsessed with shrimp, which makes him a poor conversationalist. You increase your chances of returning Legends of Hogwarts Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You take a special class on ancient rune magic pertaining to love taught by Amorette Deneuve, the famous love expert. You don't learn much... Amorette spends far too much time "connecting" with students rather than teaching. Still, she thoughtfully increases the amount of XP you gain from Family Chests. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | Naasz, the celebrity one-named Magizoologist, asks you to watch her pack of wild Chupacabra for a week while she's away. She returns three weeks later. You leave, scarred and bloodied, new an expert on the horrid little beasts. Naasz uses her celebrity to increase the amount of XP gained from Family | |||
Greenhouse now have an increased chance to reward Rare Ingredient Gifts | It's a poorly kept secret that Greenhouses across the world are bursting with extra ingredients. You work with Neville Longbottom to create a system for ingredient distribution. It's a massive success and Neville makes sure you're compensated. The result is an increased chance of an Extravagant Ingredient Gift. | |||
+3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage |
Stylish duellist Dorian Fungbury hosts a lecture on staying sharp in the Field. Despite his tendency to prattle on about showmanship, you glean some useful tidbits about maximising the resources at hand and staying focused in the face of overwhelming odds. The damage bonus from your Wit-Sharpening Potion increases. | |||
This upgrade allows you to cast you Trace Charm more often | You read through several manuscripts by Catullus Spangle that were never published. You come across a short instructional on how to access one's secret inner reserve of determination that seems particularly useful. It results in an increase in the maximum number of times you can east your Trace Charm. | |||
+2% Departure Denial vs Magizoology Traces +2% Departure Denial vs Magizoology Traces +2% Departure Denial vs Magizoology Traces |
St. Troglodous Order of Labours (STOOL)'s own Sanderson Bowles is trapped under a mountain of Ironbelly guano. Once able to speak, he splutters at you to stop saving him and sop up the watery dung - fresh is best! The work increases your chances of Departure Denial for Magizoology Traces. | |||
This lesson increases the duration of the Baruffio's Brain Elixir potion effect by 5 minutes | You run into Mundungus Fletcher at The Hog's Head. He regales you with the time he drank a bottle of fetid Felix Felicis that "fell off the back of a broom". His harrowing misadventure reminds you that potion potency can change over time. Your Baruffio's Brain Elixir increases in duration. | |||
+40 Mastery vs Wonders of the Wizarding World Traces +40 Mastery vs Wonders of the Wizarding World Traces +60 Mastery vs Wonders of the Wizarding World Traces |
Noted charlatan Mundungus Fletcher asserts that he knows the exact number of people whomped by the Whomping Willow at Hogwarts. The number seems outlandishly high so you investigate. Turns out, he is somehow absolutely correct. The investigation increases your chance to return Wonders of the Wizarding World Traces. | |||
+2% Invigoration Draught Brew Time Reduction +2% Invigoration Draught Brew Time Reduction +2% Invigoration Draught Brew Time Reduction |
According to One Thousand Magical Herbs and Fungi, Sneezewort is most efficacious when dried and powdered (not fresh and shredded, as you had always assumed). Despite the ensuing seven-minute-long sneezing fit, you see immediate results from this new method: your Strong Invigoration Draught's brew time is reduced. | |||
+3% Dawdle Draught Brew Time Reduction +3% Dawdle Draught Brew Time Reduction +3% Dawdle Draught Brew Time Reduction |
After another evening spent grinding hermit crab shells by hand, you remember a spell that could make the work faster - the Reductor Curse! You focus yourself on mastering the powerful pulverizing spell. Although your kitchen table is reduced to sawdust, the extra-fine powdered shell decreases Dawdle Draught's brew time. | |||
+20 Spell Mastery +20 Spell Mastery +30 Spell Mastery |
At a Magical Beast Sanctuary in Malta, you discover that Pixies and Trolls arc suffering from the Calamity - apparently being manifested as a Confoundable is just as difficult as being a Foundable. This realization is a moment of inspiration, increasing your chance of successfully returning Foundables from Traces. | |||
+20 Spell Mastery +20 Spell Mastery +30 Spell Mastery |
Mordecai Berrycloth invites you to co-host a workshop on creative spellwork and adaptive casting. You find that in describing what you do when overcoming Traces, you actually understand the process more clearly. This leads to improving the chance of successfully returning Traces you encounter. | |||
LVL.25 |
+1 Trace Charm Proficiency | You spend time with Lucas Sparrowvale in the Ministry Foundables Research Repository, where you learn more about why certain items become Foundables. This knowledge enhances the power of your Trace Charm, increasing the number of Fragments you return with each cast of the spell. | ||
+3% Overall Departure Denial Chance +3% Overall Departure Denial Chance +3% Overall Departure Denial Chance +3% Overall Departure Denial Chance |
You embark on a multi-day trip into the desert where you read texts about combating all the Confoundables in the Ministry index. The hot sun burns the experience into your mind and when you return to the field the chance a Confoundable will Depart after each can is reduced. | |||
+2 Tonic for Trace Detection: Traces +2 Tonic for Trace Detection: Traces |
Blossom Degrasse, noted herbologist and potions master, send an owl suggesting that reducing excess liquid from you tonics may increase their potency. You heed her advice and adapt a moisture-removing spell that successfully concentrates and strengthens your Tonic for Trace Detection. The number of Traces revealed by the Tonic increases. | |||
+1 Trace Charm Proficiency | You attend a mandatory Ministry Seminar: Puzzles and Other Conundrums, delivered by Albert Sallow. The material is uninspiring, but you begin to think of Fragments as jigsaw puzzle pieces. This new perspective allows you to earn more Wizard and Family XP whenever you use you Trace Charm. | |||
+1 Greenhouse Charm Proficiency | Terrance Hautsol demands you visit him at once. He shows you a method of casting your Greenhouse Charm directly at the planting bed in his London Greenhouse - causing an extended window of effect for the spell. The technique increases the time your Greenhouse Charm remains in effect at Greenhouses. | |||
+50 Mastery vs Dark Arts Traces +50 Mastery vs Dark Arts Traces +60 Mastery vs Dark Arts Traces |
You notice that copies of Magick Moste Evile by Godelot are being stolen by the Calamity at an alarming rate. Why? You decide to read the book, cover to cover. The experience chills your blood, but it does lead to an increased chance of returning Dark Arts Traces. | |||
+50 Mastery vs Magical Games and Sport Traces +50 Mastery vs Magical Games and Sport Traces +60 Mastery vs Magical Games and Sport Traces |
You wonder why the Calamity is so interested in old Quidditch equipment, so you approach Edgar Cloggs, resident Quidditch-playing ghost at Hogwarts. Cloggs agrees to your interview only if you can out-fly him. You lose, but the experience increases your chances to return Magical Games and Sports Traces. | |||
+50 Mastery vs Wonders of the Wizarding World Traces +50 Mastery vs Wonders of the Wizarding World Traces +60 Mastery vs Wonders of the Wizarding World Traces |
While perusing a foot-and-a-half long essay on the Giant Wars written by Professor Binns, you analysis to the Professor, he concurs, and now the document is a foot-and-three-quarters long. You increase you chances of returning Wonders of the Wizarding World Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You investigate more into the life of Genevieve Bladt, member of the Ministry's Artefacts Division, and one of the missing London Five. You leave convinced her work with artefacts is related to her disappearance, but you don't know why. The work increases the amount of XP gained from Family Chests. | |||
Greenhouse now have an increased chance to award Exstimulo Potion Gifts | A pop song lyric about blind-worms has wound its way into your head and left you obsessed with the little creatures. You research them and discover methods for improving soil quality in Greenhouses. As a reward, Greenhouse proprietors have increased your chance of a Rare Exstimulo ingredients gift. | |||
+50 Mastery vs Mysterious Artefacts Traces +50 Mastery vs Mysterious Artefacts Traces +60 Mastery vs Mysterious Artefacts Traces |
One-named celebrity Magizoologist Naasz invites you over. Turns out, the visit was actually an attempt to lure you into transporting her store of personally-designed, mostly useless magical artefacts to the Ministry for safekeeping. The process of transit is difficult, but the trip increases you chances of returning Mysterious Artefacts Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | A library in Prague reaches out about a highly classified artefact they found. They believe it holds the secrets to the Calamity's unusual power. You investigate. The library in Prague is woefully wrong: the material is pedantic trash. They ruefully increase the amount of XP you gain from Family Chests. | |||
Inns now have an increased chance to award Rare XP Gifts | You are invited to Falmouth, Maine to act as judge for a lobster bake-off. You detect a hint of Wormwood Essence in one of the dishes - a clear violation! The organizers are grateful for your refined palate and increase your chance of procuring Extravagant Wizarding XP Gifts from Inns. | |||
+40 Mastery vs Magical Games and Sport Traces +40 Mastery vs Magical Games and Sport Traces +60 Mastery vs Magical Games and Sport Traces |
The Department of Magical Games and Sports asks that you run security at this year's National Gobstones Tournament qualifiers in Bristol. You show up and subsequently enter to make the brackets equal. You finish third and qualify for nationals. You increase your chance of returning Magical Games and Sports Traces. | |||
Inns now have an increased chance to award Rare XP Gifts | You visit an Inn at number seven Aldwych Road in Tinworth, Cornwall. Famished, you order seven of everything - to the unending glee of the proprietor, Daphne Wenlock. She insists, despite your protestations, that you forever enjoy an increased chance of procuring Extravagant Wizarding XP Gifts from Inns. | |||
+50 Mastery vs Legends of Hogwarts Traces +50 Mastery vs Legends of Hogwarts Traces +60 Mastery vs Legends of Hogwarts Traces |
The Founding members of Hogwarts - Salazar Slytherin, Helga Hufflepuff, Godric Gryffindor and Rowena Ravenclaw - are frequent targets of the Calamity. Why haven't other historical figures followed suit? You investigate and surmise the school's influence is somehow responsible. You increase your chances of returning Legends of Hogwarts Traces. | |||
+50 Mastery vs Care of Magical Creatures Traces +50 Mastery vs Care of Magical Creatures Traces +60 Mastery vs Care of Magical Creatures Traces |
You review a dog-eared copy of "Kettleburn's Classification of Chompers". The internal Hogwarts guide, written by former Professor Silvanus Kettleburn, details creatures that students should not interact with. Included on the list are Hippogriffs. The research increases your chance of returning Care of Magical Creatures Traces. | |||
+1 Strong Invigoration Draught Focus | The Ministry has tasked you to set out new potion—brewing guidelines for the SOS Task Force. The current rules directly reference Libatius Borage's age-old Advanced Potion-Making as their template, but you update the basic standard and find the changes immediately increase the Focus gained from Strong Invigoration Draught. | |||
+50 Mastery vs Ministry of Magic Traces +50 Mastery vs Ministry of Magic Traces +60 Mastery vs Ministry of Magic Traces |
The Ministry allows you access to declassified files relating to the Second Wizarding War. You pour over them in the hopes of understanding items the Calamity stole from the era, but instead find yourself mastering Ministry bureaucracy. The bureaucratic revelations increase your chance of successfully returning Ministry of Magic Trace. | |||
LVL.28 |
+1 Trace Charm Efficacy | Gareth Greengrass seeks you out and demonstrates a powerful new mental technique he recently discovered while returning Foundables in Nepal. You find that this technique works and immediately increases the number of Traces you uncover when casting your Trace Charm. | ||
+2% Strong Exstimulo Potion Brew Time Reduction +2% Strong Exstimulo Potion Brew Time Reduction |
You consult One Thousand Magical Herbs and Fungi's recommendations for Snowdrop. The instructions suggest that recently-pollinated flowers yield the best results. They fail to warn of the resulting bee-stings - but luckily, the book includes a recipe for a decent salve. The brew time for Strong Exstimulo Potions is reduced. | |||
Increases the number of uses from a single Dawdle Draught Potion. | Gethsemane Prickle gives you a magically revised edition of Phineas Bourne's Moste Potente Potions. Inside you find instructions on manipulating specific ingredients which are over-complicated and tricky to master, but following them increases the number of charges you get from each bottle of Dawdle Draught brewed. | |||
+50 Mastery vs Magizoology Traces +50 Mastery vs Magizoology Traces +60 Mastery vs Magizoology Traces |
One-named celebrity Magizoologist Naasz has opened an unaccredited school in downtown Brussels because she always wanted to he a headmaster. You visit and realize The Naaszeademy of Magizoology is missing a curriculum. And books. And Professors. And students. The experience increases your chances of returning Magizoology Traces. | |||
+2% Wit-Sharpening Potion Brew Time Reduction +2% Wit-Sharpening Potion Brew Time Reduction +2% Wit-Sharpening Potion Brew Time Reduction |
Professor Horace Slughorn, respected [[Potions Master|potions master and scholar, advises straining your Armadillo bile to separate the viscous liquid from the gelatinous lumps. These two substances can then be added to a cauldron separately to aid in incorporation. The work is disgusting, but effectively reduces the brew time of Wit-Sharpening Potion. | |||
Increases the chances of receiving High Energy food from Cafes | Inns across France have been tormented by a vampire named Gerard Le Croc. You suggest setting a trap using yourself as bait. It's dangerous, but it works and Le Croc is taken into custody by Auror Dorian Fungbury. The French Ministry increases your chances of getting high-energy foods at Cafes. | |||
Increases the chances of receiving High Energy food from Restaurants | The Wandsley Brothers, owners of several Inns worldwide, start a food pantry for those impacted by the Calamity. You volunteer to help and are shocked to discover donated food being sold for profit. The Ministry increases your chance of getting high-energy foods from Sponsored Inns for bringing them to justice. | |||
+1 Inn Charm Proficiency | While demonstrating your Inn Charm at a monthly Spell Jam in Hogsmeade, a group of particularly innovative wizards inspire you to play with different casting techniques. The variations improve the duration of your Inn Charm. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | After another day of saving the world one Foundable at a time, you realize: you've been doing it wrong all along. An adjustment to your stance, an increase in wand whip and suddenly your spellcasting improves instantly! The work increases the amount of XP you gain From Family Chests. | |||
+30 Mastery vs Hogwarts School Traces +40 Mastery vs Hogwarts School Traces +50 Mastery vs Hogwarts School Traces +60 Mastery vs Hogwarts School Traces |
You chat with Nearly Headless Nick, whose long years - both living and dead - give him a unique perspective on loss. He suggests that the emotion could fuel desperate acts of magic. Your heightened understanding of the Calamity spell increases your chance of returning Hogwarts School Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You meet with Bill Weasley after a Curse-Breaking seminar for his thoughts on the Calamity. He studied it, but he could find nothing about the spell that resembled a curse, so there was nothing there for him to "break". Bill increases the amount of XP you gain from Family Chests. | |||
+3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect +3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect +3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect +3% Strong Exstimulo Potion Trace Effect, +3% Strong Exstimulo Potion Combat Effect |
You purchase a "Globe of the Moon" at Wiseacre's Wizarding Equipment. The scroll inside the package surprisingly claims the globe can be used to "add gravity" to potion brewing. You follow the preposterous instructions and are delighted to see that it immediately increases the effectiveness of your Strong Exstimulo Potions. | |||
+2% Departure Denial vs Ministry of Magic Traces +2% Departure Denial vs Ministry of Magic Traces +2% Departure Denial vs Ministry of Magic Traces |
You are tasked with investigating the most common Confoundables protecting Ministry of Magic Foundables. You engage in an extended period of Trace observation, discovering a method of engaging with Confoundables that makes them less likely to depart. This increases the chance of Departure Denial for Ministry of Magic Traces. | |||
+2% Strong Exstimulo Potion Brew Time Reduction +2% Strong Exstimulo Potion Brew Time Reduction +2% Strong Exstimulo Potion Brew Time Reduction +2% Strong Exstimulo Potion Brew Time Reduction |
Horace Slughorn advises you on sourcing Abraxan horse hair for potions. He recommends distracting them with single-malt whiskey, their favorite drink - as well as one of his. You take the advice (and the hint) and purchase two bottles. The fresh hair you procure reduce Strong Exstimulo Potion's brew time. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You travel to the American wizarding school, Ilvermorny. At Mount Greylock in Massachusetts, you help the faculty set up defenses (what little there can be) against Calamity. You do some extra work training students in Confoundable confounding. Your volunteerism increases the amount of XP gained from Family Chests. | |||
+1% Overall Brew Time Reduction +1% Overall Brew Time Reduction |
You receive a "visit" from Gethsemane Prickle, who is so offended your cauldron fails to meet Ministry cleanliness guidelines that she spends the next forty—two minutes forcing you to practice the Scouring Charm while lecturing you relentlessly. To your chagrin, the thorough cleaning reduces brew times for all potions. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | Your grasp of the Calamity has grown with each Foundable you return. Your understanding is deeper than most. You invest heavily in your personal study and develop a greater sense of the Calamity Spell‘s intricacies. This connection increases the amount of XP you gain from Family Chests. | |||
LVL.32 |
+150 Spell Mastery | You come across a trove of Grim Fawley's personal artefacts: notes, scribbles, diary entries... The material is disjointed, but it makes clear that his work on the Calamity spell focused around "channeling" love. The evidence is illuminating and it improves your chance of successfully returning Traces you encounter. | ||
+2% Denial vs Mysterious Artefacts Traces +3% Denial vs Mysterious Artefacts Traces |
Sage Bragnam sucks the life out of a luncheon with a monologue on the history of Artefacts. You notice that there seems to be a pattern emerging — in each case, a Wizard created it through magical ingenuity. This insight increases your chance of Departure Denial for Mysterious Artefacts Traces. | |||
+3% Wit-Sharpening Potion Brew Time Reduction +3% Wit-Sharpening Potion Brew Time Reduction +3% Wit-Sharpening Potion Brew Time Reduction |
You read an editorial by Arsenius Jigger regarding potion ingredient preparation. He advises shaving fine slivers of Newt spleen instead of chopping, allowing it to blend more easily. Although you may never fully remove the scent of spleen from your hands, the method reduces brew time for Wit-Sharpening Potion. | |||
+3% Potent Exstimulo Potion Trace Effect, +3% Potent Exstimulo Potion Combat Effect +4% Potent Exstimulo Potion Trace Effect, +4% Potent Exstimulo Potion Combat Effect |
You find Auror Gawain Robards hunched over a small cauldron in his office, intensely blowing on his brew. He explains that this process, which he calls "Aeration", helps make his potion more potent. You try it and discover that it increases the effectiveness of your Potent Exstimulo Potions. | |||
+2% Departure Denial vs Dark Arts Traces +2% Departure Denial vs Dark Arts Traces +2% Departure Denial vs Dark Arts Traces |
In a Defence Against the Dark Arts classroom, you examine a cupboard that once housed a Boggart. The Boggart's departure left the cupboard undeniably bare, yet you are attuned enough to feel a dark presence reaching for you. You increase your chances of Departure Denial for Dark Arts Traces. | |||
+3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage |
Gethsemane Prickle shares a secret of her potioneering success: she memorizes recipes to save time. You emulate her and memorize dozens of recipes. Not only does this make your brewing sessions more efficient, you find that the exercise actually increases your mental acuity. This increases your Wit-Sharpening Potion's damage bonus. | |||
+1 Trace Charm Proficiency | Tasked with studying the Foundables in the Ministry Foundables Research Repository, you find yourself-oddly connected to these objects that, objectively, you have no connection with. Your attunement to the Calamity is increasing further, rendering your Trace Charm capable of earning more Wizard and Family XP from revealed Foundables. | |||
This upgrade allows you to cast your Inn Charm more often | You come across your old N.E.W.T.-level charms textbook: Quintessence: A Quest. For a laugh, you crack it open, but the material — which you realize you had almost entirely forgotten - has an impressive number of takeaways. You increase the maximum number of times you cast your Inn Charm. | |||
Increases the number Inreases the number of uses from a single Wit-Sharpening Potion | Practiced potioneer Theo Strongarm defines two elements of potion potency: the elixir itself and the wizard who consumes it. To improve the latter's receptibility to a potion's effects, he recommends a good nap. You immediately put his advice to the test. This increases the charges for your Wit-Sharpening Potions. | |||
Inns now have an increased chance to award Rare Energy Gifts | You meet with Madam Puddifoot to try and convince her to join the SOS Task Force officially. She enthusiastically agrees and informs all staff to do whatever necessary to help and support the Ministry's efforts. There's now an increased chance of providing an Extravagant Spell Energy Gift From Inns. | |||
This Lesson allow Treasure trunks the chance to reward you with Trace Spell Charm Charge | The Task Force asks you to inventory Foundables that were taken from and returned to the Ministry Repository. You see unrecorded connections between groups of items - useful for future research. The exercise increases your understanding of Traces and now Trace Charm Charges are a possible reward for all Chests. | |||
Greenhouses now have an increased chance to award a Baruffio's Brain Elixir Ingredient Gift | A Gemino charm in Caerphilly, Wales causes a bag full of frog's brains to begin multiplying. You arrive just in time to save the town. There are now a LOT of frog brains available for use! This immediately increases your chances of procuring an Extravagant Baruffio Ingredient Gift. | |||
+1% Overall Brew Time Reduction +2% Overall Brew Time Reduction |
Myra Curio lends you a Muggle contraption known as a "camp stove", which allows for precise temperature control while brewing. Your distrust in the device is well-placed, as the increased efficiency comes at the price of your eyebrows. Once you master it, the brew times for all potions are reduced. | |||
LVL.36 |
+150 Spell Mastery | Hogwarts Care of Magical Creatures Professor Rubeus Hagrid approaches with some interesting news: the Calamity never employs Blast-Ended Skrewts as Confoundables. It's an interesting revelation and seems to indicate that less common objects may be shielded from the Calamity. The visit improves your chance of successfully returning Traces you encounter. | ||
Greenhouse now have an increased chance to award Baruffio's Brain Elixir Gifts | Auror Dorian Fungbury needs an escort to St Mungo's due to an "accident" in a secret storehouse of Powdered Dragon Claw where he swallowed enough to get ill. He suggests you share the store with the Task Force. Increases your chance of procuring an Extravagant Baruffio Ingredient Gift. | |||
Wizarding Challenges now have an increased chance to award Spellbook Gifts upon Victory | Constance Pickering hosts a seminar for SOS Task Force members detailing a complicated new bureaucratic process regarding Foundables and Fortress item return indexing and subsequent collation within a bi—lateral schema. You embrace this new process and it immediately increases the chance of earning an Extravagant Runestone Gift from Fortresses. | |||
Greenhouse now have an increased chance to award Baruffio's Brain Elixir Gifts | While visiting Chudleigh, you're approached by Greenhouse proprietors with a problem: a local Muggle's sheep herd is scarfing up all the Valerian Root. You move the sheep and obliviate the Muggle shepherd all in time for tea. You have an increased chance to procure Extravagant Baruffio Gifts from Greenhouses. | |||
Greenhouse now have an increased chance to award Dawdle Draught Ingredient Gifts | Sanderson Bowles - longtime Greenhouse attendant - asks you to investigate missing deliveries of Sopophorous beans. At his storehouse, you find his employees deep asleep, victims of an accident involving a dropped case of Sleeping Draught. Happy, Sanderson increases your chance of recovering an Extravagant Dawdle Draught Ingredient Gift. | |||
This Lesson allows Tresure Trunks the chance to reward you with an Inn Spell Charm Charge | During your regular stops at Inns to rest and recuperate, you realize that there is a lot of information that could be shared, but isn't. You set up a Wizarding Compendium which is adopted by Inns across the world. Inn Charm Charges are now a possible reward from all Chests. | |||
+2% Departure Denial vs Care of Magical Creatures Traces +2% Departure Denial vs Care of Magical Creatures Traces +2% Departure Denial vs Care of Magical Creatures Traces |
One-named celebrity Magizoologist Naasz has released a pamphlet detailing techniques for handling creatures commonly deployed as Confoundables by the Calamity. It takes six hours to navigate the 21 pages, but you do learn four genuinely useful things. You increase your chances of Departure Denial for Care of Magical Creatures Traces. | |||
+1 Greenhouse Charm Proficiency | On certain days your Greenhouse Charm just doesn't seem as effective. You notice that the duration of the spell seems affected by moisture and general weather conditions. You adjust your casting accordingly and increase the length of time your Greenhouse Charm remains in effect. You feel quite clever. | |||
+30 Spell Mastery +30 Spell Mastery +30 Spell Mastery |
Mordecai Berrycloth, the charisma-impaired Auror, addresses the entire SOS Task Force. His dissertation on how different types of Traces can be easier (or harder) to overcome depending on the caster sparks an epiphany in you. Your concentration materially improves and your chance of successfully returning the Traces you encounter increases. | |||
+3% Overal Departure Denial Chance +3% Overal Departure Denial Chance +4% Overal Departure Denial Chance +3% Overal Departure Denial Chance |
You dive deeply into magical theory around the elements - earth, wind, fire and water. While you learn nothing of real consequence, you find yourself somehow more confident when facing a Confoundable composed of one of the elements. The work reduces the chances a Confoundable will Depart after each cast. | |||
Increases the chances of receiving High Energy foods from Pubs | German master chef Wulf Kauendessen needs help getting enough cabbage hearts to meet the demand for his legendary “sweet und sauerkraut". You spend days in cabbage patches practicing your Herbivicus Charm, providing him with nearly a million hearts. Your chances of getting high—energy Foods at Pubs goes up exponentially. | |||
+1 Inn Charm Efficacy | You read an article by noted Charms Master Catullus Spangle, featurir1g techniques for improved distribution of Spell Energy. Hs methods seem terribly unorthodox, but when you apply them you see your Inn Charm increase the amount of Spell Energy it generates from affected Inns. | |||
+1 Trace Charm Efficacy | Constance Pickering assigns you to monitor Calamity activity near the village of Ottery St Catchpole. While there, you observe a pattern of Trace behavior that inspires a re-thinking of your Trace Charm. It instantly improves, allowing you to see more Traces when you cast it than before. | |||
LVL.40 |
+1 Trace Charm Efficacy | You volunteer for a Ministry assignment in a Prague library, where you surreptitiously examine a number of tomes that Grim Fawley allegedly read. The material dramatically enhances your magical perception, increasing the number of Traces you reveal when casting the Trace Charm. | ||
+1 Inn Charm Proficiency | At a recent Adalbert Waffling retrospective, you notice the famous Wizard's ideas on energy transfer in spellcasting. Certain spells seem to be a matter of caster will, while for others, it's a question of intent. This research immediately increases the duration of your Inn Charm. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | Despite his bona fides, Harry Potter has been reluctant to take a visible role in the Calamity fight. You have tea and he decides a more active public voice would help the fight. The Ministry appreciates your help and increases the amount of XP gained from Family Chests. | |||
Inns now have an increased chance to award Rare XP Gifts | You join several Task Force operatives in Godric's Hollow for a day of remembrance only to notice a thief emerging from a local inn carrying sacks of fresh—baked Treacle tarts. You thwart the thief and the barmaid thanks you by increasing your chance of Extravagant Wizarding XP Gifts From Inns. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | Visiting Kingston, Jamaica, you run across Aurora Dillon — a noted Divination expert and lifetime islander. Aurora happily introduces you to different Divination strategies and your understanding of the discipline markedly rises. Your capacity to see the future increases the amount of XP you gain from Family Chests. | |||
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You overhear something while visiting the Department of Mysteries: Regina Rowle loudly claiming that it was Grim Fawley's relentless nature that led to his downfall. It sits in your mind; this concept of determination relative to the Calamity Spell. You increase the amount of XP you gain From Family Chests. | |||
+1% Overall Brew Time Reduction +2% Overall Brew Time Reduction |
You buy a black market cauldron from Mundungus Fletcher. The thickness of its sides is woefully thin, which would undoubtedly horrify the Department of International Magical Co-operation's standards division - but despite the occasional leak, you discover the thinner walls reduce the brew times for all potions. | |||
+2% Exstimulo Potion Brew Time Reduction +2% Exstimulo Potion Brew Time Reduction +2% Exstimulo Potion Brew Time Reduction +2% Exstimulo Potion Brew Time Reduction |
After fruitless hours attempting to procure hair from Granian winged horses, you hit upon a combination of Arresto Momentum and Accio. This method enables you to harvest from the swiftest of the beasts - whose hair turn out to be more potent. Your Exstimulo Potion's brew time is reduced. | |||
+1 Greenhouse Charm Proficiency | Wales' own wizarding weather woman, Wendy Wunderwind, whisks in from Wrexham. A master of Meteolojinx Recanto, she shows you a way to use the spell to create the perfect atmosphere within a Greenhouse. You are able to increase the length of time your Greenhouse Charm remains in effect. | |||
+1 Greenhouse Charm Efficacy | Retired Herbology Professor Pomona Sprout reaches out to you regarding your new Charm. She admires the ingenuity but, after trying it herself, she feels your spellwork could use some refining. Her suggestions improve your technique and increase the ingredients you're able to produce when using your Greenhouse Charm. | |||
+30 Spell Mastery +30 Spell Mastery +30 Spell Mastery |
There is a theory that the London Five were the first victims of the Calamity spell (a less powerful, "test" version). You do a little digging and discover that, no, the London Five were physically taken. The research into the Calamity improves your chances of successfully returning Traces you encounter. | |||
+30 Spell Mastery +30 Spell Mastery +30 Spell Mastery |
You visit St Mungo's to study the Calamity's medical impact. You are surprised to discover that doctors there believe repeated experiences as a Foundable could lead to severe long term mental health effects including insanity. Understanding this new data improves your chance of successfully returning Traces you encounter. | |||
Inns now have an increased chance to award Rare XP Gifts | Neville Longbottom hosts a mandatory Task Force-related Herbology Lecture. During his presentation, he discusses better clipping techniques and you volunteer to try them out. You're wildly successful, winning Neville's praises and increasing your chances to procure Extravagant Tonic for Trace Detection Ingredient Gifts. | |||
+30 Mastery vs Care of Magical Creatures Traces +40 Mastery vs Care of Magical Creatures Traces +50 Mastery vs Care of Magical Creatures Traces +60 Mastery vs Care of Magical Creatures Traces |
You subscribe to one-named celebrity Magizoologist Naasz's weekly "Content Droppings!" service. The service features owls occasionally delivering clusters of handwritten scrolls to your door. The scrolls themselves appear to be ghostwritten by a vaguely literate assistant. Somehow these Content Droppings! increase your chances of returning Care of Magical Creatures Traces. | |||
This Lesson allow Treasure trunks the chance to reward you with Greenhouse Spell Charm Charge | The Ministry has secured funds For operations related to the Calamity and solicited Task Force members for ideas. Your proposal to invest in Dragon Dung Dispersal Ducts at all Greenhouses is accepted, earning a sizable grant for your project. Greenhouse Charm Charges are now a possible reward from all Chests. | |||
+3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage +3% Wit-Sharpening Potion Damage |
In an effort to exercise your mind, you enter yourself into a Wizard's Chess tournament overseen by none other than Ron Weasley. By playing through Ron's boisterous and colorful commentary, you learn to focus on strategy despite considerable distraction. This increases your Wit-Sharpening Potion's damage bonus. | |||
Increases the chances of receiving High Energy food from bed and Breakfasts | Fire-breathing chickens were previously hypothetical creatures, but once revealed to the world they quickly became a delicacy. You discover a large number underneath an Inn in Brondby, Denmark and return them directly to the Ministry. Hermione Granger gratefully increases your chance of getting high-energy foods at Bed and Breakfasts. | |||
This upgrade allows you to cast your Greenhouse Charm more often | For decades, the St. Troglodous Order of Labours (STOOL) relied on owls for Greenhouse fertilizer. However, the Calamity reduced owl availability, so you suggest the prodigious pigeon as a replacement. Thankful, the Order teaches you a technique to increase the maximum number of times you can cast your Greenhouse Charm. |
Images | Name | Effect | Cost | Description |
---|---|---|---|---|
LVL.35 |
This Lesson allow Treasure trunks the chance to reward you with Bonus Wizard XP | You visit the Koldovstoretz school in Russia to help teach the students about the Calamity. The school is quiet and you get to witness a Russian Quidditch variant - where wizards use fully uprooted trees as brooms. The experience increases the amount of XP you gain From Family Chests. | ||
+30 Mastery vs Ministry of Magic Traces +40 Mastery vs Ministry of Magic Traces +50 Mastery vs Ministry of Magic Traces +60 Mastery vs Ministry of Magic Traces |
Constance asks for help streamlining the Task Force's requisition process. You dive in and, after modifying some FORM Bs and MEMO 131s, you emerge with a new process... adding eight new documents to every requisition request. The paperwork increases your chance of successfully returning Ministry of Magic Traces. | |||
+1 Inn Charm Efficacy | Local innkeeper Tabitha Snackwright pulls you aside and suggests that when casting your Inn Charm, you should focus more on targeting the kitchens directly. This advice increased the amount of Spell Energy distributed around Inns affected by your Inn Charm. | |||
+30 Mastery vs Magical Games and Sports Traces +40 Mastery vs Magical Games and Sports Traces +50 Mastery vs Magical Games and Sports Traces +60 Mastery vs Magical Games and Sports Traces |
Quidditch pennants are common victims of the Calamity. It was expected that Holyhead Harpies' colours would be most stolen, but Chudley Cannons' pennants apparently go missing most. Despite their terrible history, Cannon's fans channel their despondency most intensely. The exercise increases your chances to return Magical Games and Sports Traces. | |||
Wizarding Challenges now have an increased chance to award Spellbook Gigts upon Victory | Your keen eye and determination makes you formidable in Fortresses, and Ministry leadership has taken notice of your prowess. Unspeakable Albert Sallow asks that you lead a demonstration which becomes a big hit with everyone. Increases the chance of earning an Extravagant Runestone Gift From Fortresses. | |||
+1 Trace Charm Proficiency | While visiting St Mungo's to treat a minor combat injury, you come across an addled Gilderoy Lockhart. His affliction with a fractured memory moves you, immediately increasing the amount of Wizard and Family XP you earn from Traces you discover using the Trace Charm. | |||
+30 Mastery vs Wonders of the Wizarding World Traces +40 Mastery vs Wonders of the Wizarding World Traces +50 Mastery vs Wonders of the Wizarding World Traces +60 Mastery vs Wonders of the Wizarding World Traces |
Rubeus Hagrid calls you to Hogwarts to help him deal with a sickness affecting the Hippogriff population in the Forbidden Forest. The situation is bleak, but you turn it around quickly and save a lot of Hippogriff lives. You increase your chances of returning Wonders of the Wizarding World Traces. | |||
+1 Inn Charm Proficiency | You get permission to visit the Time Room within the Department of Mysteries. During the Second Wizarding War, the Time-Turners collected there were rendered inoperable, trapped within a time loop. You observe the tumbling, falling and resetting time devices and this new understanding increases the duration of your Inn Charm. | |||
+2% Departure Denial vs Hogwarts School Traces +2% Departure Denial vs Hogwarts School Traces +2% Departure Denial vs Hogwarts School Traces |
On a test run of the Hogwarts Express, you serve as security. You cozy up to the Trolly Witch and gain several stones from all free sweets. The experience reminds you of the powerful influence the school has, reducing the chances a Hogwarts School Trace Confoundable will depart. | |||
+1 Greenhouse Charm Proficiency | Myra Curio sends you a book about what she thinks is the highest Muggle contribution to the world: winemaking. You study the simple Muggle text thoroughly and are reminded of some basics about soil, atmosphere and magical energy. You increase the length of time your Greenhouse Charm remains in effect. | |||
+2% Departure Denial vs Magical Games and Sports Traces +2% Departure Denial vs Magical Games and Sports Traces +2% Departure Denial vs Magical Games and Sports Traces +3% Departure Denial vs Magical Games and Sports Traces |
You see a teenager choking on a Gobstone and instinctively react - extracting the stone, saving his life and costing him the match. You then endure a ten-minute diatribe, illustrating the mindset required for greatness in sport. This increases your chances of Departure Denial for Magical Games and Sports Traces. | |||
+2% Departure Denial vs Ministry of Magic Traces +2% Departure Denial vs Ministry of Magic Traces +2% Departure Denial vs Ministry of Magic Traces +3% Departure Denial vs Ministry of Magic Traces |
You devise a training programme of exercises designed to hone the Calamity-fighting skills of Ministry employees. It bears unexpected results: Confoundables are less likely to depart from participants. Does this support the fringe theory that Confoundables are magical tests? This reduce the chances that Ministry of Magic Traces will Depart. | |||
+1 Inn Charm Proficiency | Amorette Deneuve, love therapist, runs a sanctioned Ministry willpower experiment. She gives participants a love potion and instructs them to stay six paces distant. If someone attempts to approach her, they are gently hexed. This last 13 hours. Somehow this experience increases the duration of your Inn Charm. | |||
LVL.38 |
+1 Greenhouse Charm Efficacy | You find a first edition copy of One Thousand Magical Herbs and Fungi by Dame Phyllida Spore. As you parse the handwritten text, your understanding of herbs and fungi grows exponentially. The knowledge you gain increases the ingredients you're able to produce when using your Greenhouse Charm. | ||
+30 Mastery vs Mysterious Artefacts Traces +40 Mastery vs Mysterious Artefacts Traces +50 Mastery vs Mysterious Artefacts Traces +60 Mastery vs Mysterious Artefacts Traces |
You study a document written by the goblin Griphook during his time at Gringotts. It meticulously details the bank's handling strategies for various deadly magical artrefacts. 1162 pages later, you have a new appreciation for the lethality of magical artefacts. This increases your chances of returning Mysterious Artefacts Traces. | |||
+1 Greenhouse Charm Proficiency | A cadre of women from the Salem Witches' Institute join the Task Force and immediately help bolster the Ministry' efforts. One of them, Shania Shaw, is a master of the time reversal charm. Your conversations are delightful and you increase the length of time your Greenhouse Charm remains in effect. | |||
+30 Mastery vs Dark Arts Traces +40 Mastery vs Dark Arts Traces +50 Mastery vs Dark Arts Traces +60 Mastery vs Dark Arts Traces |
You re-visit Grim Fawley's notes, reference texts and literature that he used in the days before he cast the Calamity spell. Despite the rumors, your extensive research into the Dark Arts leads you to conclude Grim's spell wasn't "hostile" afterall. The study increases your chance of returning Dark Arts Traces. | |||
+30 Mastery vs Magizoology Traces +40 Mastery vs Magizoology Traces +50 Mastery vs Magizoology Traces +60 Mastery vs Magizoology Traces |
Luna Lovegood hosts a gathering encouraging cohabitative living with the magical flora and fauna around us - in a sustainable way. The affair focuses on being open to new ideas and expanding one's awareness of the environment. You doubt the material, but your chances of returning Magizoology Traces increases. | |||
+1 Inn Charm Efficacy | Drawn into a conversation with Mundungus Fletcher, you find his posturing about the Calamity couldn't be more wrong. However, his absurd theories around the magical properties inherent in pubs inspires you. You tweak your casting and see your Inn Charm increase the amount of Spell Energy it generates from affected Inns. | |||
+30 Mastery vs Legends of Hogwarts Traces +40 Mastery vs Legends of Hogwarts Traces +50 Mastery vs Legends of Hogwarts Traces +60 Mastery vs Legends of Hogwarts Traces |
Walking through the rebuilt courtyard of Hogwarts Castle, the scars of the fight against Voldemort are still visible. It inspires you to re-explore the history of that last great battle. The work links you to the past and increases your chances of returning Legends of Hogwarts Traces. | |||
+2% Departure Denial vs Mysterious Artefacts Traces +2% Departure Denial vs Mysterious Artefacts Traces +2% Departure Denial vs Mysterious Artefacts Traces |
The Ministry's Department of Magical Accidents and Catastrophes issues a stern warning: over-handling of Artefacts makes them more vulnerable to the Calamity. They issue a list of processes and new triplicate forms for access. Reducing your interaction with them paradoxically increases the chances of Departure Denial for Mysterious Artefacts Traces. | |||
+2% Potent Exstimulo Potion Brew Time Reduction +2% Potent Exstimulo Potion Brew Time Reduction |
Sanderson Bowles of the St. Troglodous Order of Labours (STOOL) hosts an advanced potions workshop on dung-fueled fires. During the eight—hour course, he trains all of your senses to detect temperature-influencing "nuances" in dung. Although nothing will ever taste right again, your Potent Exstimulo Potion's brew time is reduced. | |||
+2 Tonic for Trace Detection: Traces +2 Tonic for Trace Detection: Traces +2 Tonic for Trace Detection: Traces |
You devise a training programme of magical and physical exercises to boost your skills. After three weeks' hard effort, you notice a curious side-effect: more Traces reveal themselves to you. Does this support the theory that Confoundables are tests? The number of Traces revealed by Tonic for Trace Detection increases. | |||
+1 Trace Charm Proficiency | You find yourself hoodwinked into a discussion with Professor Sybill Trelawney about all things Divination. Despite finding her hard to follow, you apply her methodologies to recovering Foundables. Your Trace Charm improves, increasing the number of Fragments you can recover From those Traces. | |||
+2% Departure Denial vs Legends of Hogwarts Traces +2% Departure Denial vs Legends of Hogwarts Traces +2% Departure Denial vs Legends of Hogwarts Traces |
You are sent to intervene in Peeves scheme to get the Calamity focused on Rancorous Carpe, the caretaker who tried to trap the poltergeist in 1876. You convince Peeves to give up his plan and the protracted negotiation increases your chances of Departure Denial For Legends of Hogwarts Traces. | |||