The gift will be a random item the player can obtain from gardening (flowers, pumpkins, etc.) Once the player rescues William, the gnomes will give Arabella a gift every day upon talking to them, as a way of saying thank you for helping their friend.The player will be able to build and fix things around town with the gnome's help after rescuing William.This is especially helpful early game when the player isn't able to afford sheep yet. If the player checks the wood pile on William's shop porch next to the gnomes, sometimes they will be able to find a piece of wool there.Amanita, Chanterelle, Shiitake Mushroom.William also appreciates the simple things in life, thus having a distrust for magic (which he's very cautious of after the curse) and often makes comments about disliking it or not trusting it over simple hard work or regular means. He often tells Arabella that she looks good that day, and asks how she's doing, and asks about her well-being and life around the town. William's disposition to the player is very friendly, even a touch on the flirty or complimentary side. In his shop you can purchase axe upgrades to reduce the amount of energy it takes to cut trees, different types of wood, and other ingredients you can find in the forest such as mushrooms. William resides at the Lumberyard (indicated by a light brown roof when exploring town), located North East from the player's home, right next to Noah's ranch. When the player begins the game, William is one of the villagers afflicted with the curse, appearing as a confused bear who wanders around until the player is able to transmute him back during the main quest line. – Grarg Stoneskull, half-orc adventurer and selfproclaimed “sage of the people.William Sharpleaf is the villager in charge of the Lumberyard with his three gnome friends. Are you sure they’re not related to orcs?”
“Warlike, aggressive, sullen, and secretive. A deep gnome who adopts the right lifestyle could become a barbarian or druid, but the circumstances around such a class choice would be highly unusual. If a deep gnome becomes a wizard, which is unusual, he typically specializes in Conjuration or Transmutation. While the lifestyle of a bard is ideal for the traveling they seek to accomplish, deep gnomes consider the typical bard too frivolous. Less often, they become monks or sorcerers. Deep gnomes become fighters, rogues and clerics. They tend to adopt classes and jobs that allow them to see features they never see below ground. Traveling to the surface is a rite of passage for a deep gnome. Few deep gnomes have even heard of The Traveler, The Shimmering One, The Great Huntress or The Storm Lord. Of those, the Emperor of Scorn, The Watcher and The True are the most popular. A few cultural dissenters might worship any of the gods. The Guardian, The Old Man, the Speaker of the Word and the Fate Scribe are all worshiped in one city or another.
Transmute gnome free#
The idea of free religion is strange to them. 70 Master of Elixirs 70 Master of Potions 70 Master of Transmutation Title changed from As a race, they do not seem to like or dislike halflings or gnomes. Even after befriending others, deep gnomes are not affectionate, and determining where you stand with them is difficult. Gender: Base Height: Height Mod.: Base Weight: Weight Mod.:ĭeep gnomes are initially hostile to strangers, whom they view as potential invaders.