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Life 5 - Chapter 32 - Going with a bang.

  The Gods came to send me to clean up somebody else's mess. But that was what I was, a murderer for hire. The carrot was too tasty.

  I said my goodbyes. Hazel performed a ballad for me. "The Silver Heroine," She called it.

  Outside the city, away from prying eyes, I shifted, prepared myself, and ran. I ran for days. I ran for weeks. A silver jaguar blurred over the continent, toward doom. I went forward.

  Mountains, valleys, even rivers with Nenandil's help making me walk on water like a water strider. I went forward.

  Near the end, I saw them. People of all kinds and walks in life fleeing. Running for their lives, to avoid the devastation of a soul-sucking Demon Lord. I went forward.

  The land left on the Demon Lord's wake was barren of life. Plants became ashes, animals, and people became bony husks. The very life of the land died in a twisted offering for the Demon Lord. I went forward.

  I saw it and dismayed. The Demon Lord was as tall as a castle. And he walked on all fours. He moved and mowed his path of destruction, the flames coursing his cursed body illuminating the night. I went forward.

  Behind the Demon Lord, I found them. Adventurers, lunatics, [Monster Hunter] like I once was. I cared not to hide my true nature. I walked among them in my hybrid form, my backpack behind me, and my silver fur shining. The title was there for all who cared to look with their mind's eye.

  I stopped to talk. I am starving. I refrained from eating on purpose, to get the maximum absorption from {Magic Eater}.

  "Greetings. I believe you are here to kill that beast," I said.

  A warrior with a big sword approached. Level eighty-five. His armor glowed. "Are you the Demon Slayer?" I nodded. "And a were-cat." I nodded. "We don't need you here."

  "Fine by me. I'm going to get me a demon meal then," I scoffed and sashayed past him. He nicked my arm with a silver blade as I passed. I looked and showed him the wound healing. "My blood is silver. I'm a [Sivler Slayer]. And a killer. My prey is that way. Do not cross my path."

  "I think you aren't going anywhere. You might be the ticket for my next level."

  "Likewise," I put a contract on him. "A duel then?"

  "Yes, I don't want anybody stealing my Exp."

  I dumped my backpack. I probably shouldn't even bother to bring anything. Or maybe one item. I took a flask from the bag and took a swig, holding the liquid in my mouth. He drew his massive sword. I studied him. He was no Chad. I didn't doubt for a moment he had the agility to swing that thing to become a blur. And before I forget, a contract on his head for being an asshole.

  He came I sacrificed my left arm to his blow and came close. Close enough to his face that I could kiss him if he wasn't using a Thracian helmet. Instead, I sputtered concentrated deathberry oil on his face through the opening.

  My arm fell down, still a furry jaguar's limb. The bleeding debuff was bearable. He would be dead in minutes if I did nothing. An antidote to deathberry did not exist and I spent two lives studying the plant. Ever since Wyxnos banned the immunity perks, I was probably the only creature truly immune to the thing.

  He fought to remove his helmet and I climbed on his back. While he wiped the deathberry off of his face, I bit his arms off. Then the head.

  


  Contract fulfilled.

  You killed level 85 [Sword Juggernaut]. You gained You gained 1,684,825,566 Exp (72,250 base x 10,000 perk x 0,0001 curse x 3.05 perk x 7,57 contract x 10 rank x 10 Class rank x 5.05 favored enemy x2 size).

  You reached Silver Slayer level 17.

  You reached High Human level 16.

  You reached High Chemist level 14

  You reached High Surgeon level 14.

  I let the System assign my other Skills Anywhere. The human ones, I knew what I wanted.

  


  You purchased the Improved Spiritual Power (very rare) Skill. Increase your Spiritual Power amount by Rank x Ego 0.5% [Current: 27%].

  You purchased the Improved Spiritual recover (very rare) Skill. Increase your SP regeneration by Rank x Spirit x 0.5% [Current: 28%].

  "Level up!" I chirped happily.

  I picked up my arm and held it to the stump. A minute later, it was moving again. I slung my pack on my back and looked at the people around. "I'm going to fight the demon. I relinquish my claim to this idiot's equipment. Happy looting."

  I ran. The people behind me started to kill each other for that guy's magic gear.

  These two Skills would make putting contracts much easier, as the perk consumed SP even though it didn't mention it. The real bonus was that I now could track my hidden Attributes, at least two of them. My Ego was fifty-four, my Spirit fifty-six. But I already knew that from the blight message.

  This Demon Lord wasn't humanoid. First, it hadn't skinned but interlocking plates of either chitin or some black glossy metal. An eerie red glow could be seen between the plates. It had the hindquarters of a horse, the forepaws of a cat, bat-like wings, a scorpion's tail, a humanoid torso and two heads, one draconic and the other was a slug's, with two eye bulbs on stalks. The humanoid torso had four arms, two facing forward and the other two facing backward. His hands ended in claws the size of trees and were upside down. With the palms facing up, its thumbs faced inward.

  And it's supposed to have eleven more of those. And then what? Third impact? An eternal wait for movie three? I guess I'll never watch that one.

  There's only one way to kill that guy. Climb it and shred the heck out of it. I ran after the brute of a kaiju, hoping doesn't breathe lasers.

  I reach the monster and jump on its plates. They are metallic and piping hot. My backpack burst in flames and burns to cinders as I read the damage notification.

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  You are exposed to extreme heat. You lose 9 HP ( 2,000 base x 0.75 magic resistance x 0.2 magic eater x 0.03 fire resistance)

  No wonder those pussies were measuring their dicks instead of engaging the beast. But my regeneration can deal with this level of damage. Let's hope it doesn't increase when I reach a hotter part of its body. Worse, when {Magic Eater} starts to sate me, that damage will go up.

  I climb the monster and reach its back. From there, I walk unimpeded to its neck and peek between the heads. It didn't notice me yet. I see a city in the distance. Seems he's going there to feed. Speaking of which, what level is it?

  


  Level 180 Demon Lord.

  That's one of the bosses that will take forever to whittle down its HP. And the periodic damage jumped to ten per second. I can see the heat waves distorting the air around me. I should start with the snail head. Looks softer.

  There's a gel covering the snail. I push it aside and bite the snail flesh. Nothing happens and I get my paws and muzzle stuck. The bastard is covered in some sort of adhesive slime.

  

  

  She conjures a jet of water and immediately it boils. Droplets of water scatter, happily jumping and skittering over the boss courtesy of the Leidenfrost effect. They roll off the boss and fall down. We accomplished nothing and I'm still stuck.

   Nenandil conjectures.

  She fires her ice shards. They too break down and boil almost instantly. A ball of ice. Lasts a few seconds more.

  

  Maybe I can unstick myself with them. I make the pseudopods and send them to poke the slime. They get stuck and start to feed on it, but more slime oozes to fill the spot. Changing gears, I use the pseudopods to push my muzzle away from the monster. When only pseudopods are touching the ooze, I cut them loose. I take some damage but it's negligible. I do the same with my paws and break free.

  The periodic heat damage jumped to twelve per second.

  This monster is too ridiculous. On its shoulder, I'm at the same height as a building twenty-five stories high. Maybe I can cut off the dragon head. I only need to find a gap between the metallic plate-scales. I search for a quarter of an hour to no avail. The gap between the plates is too small and even hotter than the outside.

  Next, the arms. Maybe I can crawl into its armpits and sever the arms. From experience, I'll need to dig the skin and reach the flesh. I won't get a critical hit if I don't.

  As I glimpsed before, there's no armor in the armpits. I walk there - there's no scent in this heat - and start to dig the skin.

  The Demon Lord roar-giggle-laugh. It seems I'm ticking it. Focused on digging the skin, I don't see the hand coming to scratch the itch. Me, I mean. He flings me away.

  


  You lose 14,400 HP (Base 600 x 3.2 strength x1x5 skill x 5 size). You are severely wounded. You are bleeding. You have a concussion.

  That's from a casual scratch. I fall on the ground and lose another thousand-ish HP because I'm a were-jaguar and can mitigate falls. But I'm broken. I can't move on.

  

  No answer. I have to ask why they don't give me some kind of support.

  Broken and battered, I can only despair as I see my quest target move away. I check the quest tracker and see that the summoners are already dead. That bonus objective is gone, someone went for the easy part. It takes about eleven minutes for my HP to regenerate and I'm back on the chase.

  From what I saw, the arms can't reach the tail. I climb the monster and walk over and around the tail to find a weak spot. Not finding one, I claw the metal plates in frustration. They cleaved through, making spiral shavings. I felt dumb. Should've tried to do that earlier.

  So, wait a second.

  This monster is hot enough to Leidenfrost water. Why is it not glowing? It should emit black-body radiation in the visible spectrum if it is dealing more damage per second than holding searing hot metal. It means this fucking metallic armor is not baryonic matter.

  This is either some bullshit fantasy or an illusion. I claw the metal and dig more furrows. It is soft as... Oh. I'm stupid. I use {Chemical Analysis} on the shavings. Yes, it is nothing-foam. These plates do not exist, they are an illusion. when I compartmentalize this in Apricot's brain, the whole armor vanishes, leaving a dry cracked hide full of tufts of coarse hair I could use to make a bridge replacing the steel cables.

  But it is skin I can cut and shred. I work for five minutes, the periodic damage rose to twenty per second but I cut off the freaking scorpion tail with a critical bite.

  The tail falls down and raises a plume of smoke as the Demon Lord bucks and screams. I get a corrupted blood bath for my efforts. The corrupted blood mixes with the silver in my own body and hisses with horrendous sounds.

  I actually start to lose HP from the two periodic damage debuffs. Without much time to idle around, I run to the now naked torso. When the corrupted blood vanishes, I regain the bit I lost.

  I climb the torso paying attention to the arms. I probably should sever those first. Change course and go to the armpit. I look ahead as I climb. Only a few more hours and he'll attack another city. I can see the tiny ants of people fleeing the place but this monster is fast. With legs this long, he has all the right to be so.

  At the armpit, I bite and rip chunks of skin off, mindful of the arms trying to get me. I dodge, move back and forth, and return to my spot. More corrupted blood gushes out but I need to keep going. I reach the tendons underneath and score two criticals, taking the arms away. I repeat the same on the other side and the boss becomes a normal quadruped.

  The fire damage ticks up to thirty per second and I'm no longer starving although I'm almost at the limit of my regeneration. Now, unless he rolls around to crush me under some hill, he can't attack me. Unless he has some hidden trick, but he would've used it before losing five limbs.

  The big dumb demon had no way to attack me now. I severed the dragon head and all four limbs but it had already reached the city. The furnace of a giant monster burned everything in its path before falling down. It was still trying to crawl toward other neighborhoods.

  I had to get away from him to recover HP. But he was bleeding from the severed stumps and in the middle of the night, it finally died.

  


  You killed level 185 Demon Lord. You gained You gained 17,589,083,125 Exp (342,250 base x 10,000 perk x 0,0001 curse x 3.05 perk x 200 size x 20 rank x 1.25 perk x3.37 perk).

  Quest completed. You gained 3 perks of your choice up to very rare.

  You reached Silver Slayer level 19.

  You reached High Human level 18.

  You reached High Chemist level 17.

  You reached High Surgeon level 17.

  Boss gained five levels from the city. And I got two from him. I need now twenty billion Exp to the next level and rank up. Mind-boggling.

  I had perks to spend.

  


  Demon Slayer II (very rare): Your attacks against demons deal 125% more damage. The damage from your attacks do not regenerate and lowers the demon's strength and agility.

  You purchased the Favored Enemy Exp Boost IV (very rare) Perk. Experience from favored enemies is increased by 405%.

  I ran to the boss's body, heedless of the heat. This one hadn't crumbled to cinders like the first. I saw the glowing core near the neck, more than three times in diameter bigger than the first.

  


  You claimed the level 185 magic core.

  "Hey, Wyxnos, come and get this shit. I want my perk!" I shouted.

  I was still taking periodic damage from the heat.

  Wyxnos appeared. "Would you offer the core to the gods freely?"

  "Yeah. Why not. It is just a hundred and twenty-seven Attributes I'm not getting. But hey, there are eleven more dudes like this one and I get a unique perk, right?"

  He nodded. "That's correct. What perks do you want?

  "I want a perk to allow me to use spiritual power in place of MP. And don't give me something that needs MP to activate like these blood rituals."

  "That will have to be unique. I'll let the system fill in the details."

  "I want favored enemy critical chance, partial transformations, and another rank in extra experience from favored enemies."

  


  You gained the SP Substitution (unique) perk. You can spend SP instead of MP to power any ability that requires SP.

  You gained Favored Enemy Critical Chance (very rare) perk. Increase your critical hit chance against favored enemies.

  You gained the Partial Transformation (very rare) perk. You can shift parts of your body while keeping the rest the same.

  You gained the Favored Enemy Exp Boost V (very rare) Perk. Experience from favored enemies is increased by 657%.

  I was about to cheer that I hadn't died when Wyxnos vanished with the core and I saw a heatwave coming from the boss' body. It was glowing bright white. Just like another sun. Whatever organ created all that heat inside the boss didn't die with its owner. Instead, it went...

  *** BOOM ***

  


  You died.

  Full status at the end of life 5.:

  


      
  • Pseudopod (active, uncommon): You can project microscopic pseudopods up to 2x body length away from you. These pseudopods have all your senses.


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  • Phagocitosis (active, uncommon): Your pseudopods can catch microscopic particles and creatures smaller than you. You can digest and process what you capture.


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  • Flagellum Movement (active, uncommon): You have microscopic cilia covering your body. Such cilia improve your movement when immersed in fluids.


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  • Chemical Awareness (passive, very rare): You can identify chemicals dissolved in fluids around you, to a range of 1/2 body length.


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  • Cyst Hibernation (passive, very rare): If you are in an environment that can't sustain you or is hostile, your exterior shell hardens and you enter a deep state of hibernation. You gain damage resistance 100 and time passes 10,000 times slower for you. You cyst breaks when conditions are favorable once again.


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  • Stone Burrowing (uncommon) : You can move through stone at a reduced rate and leave a stable tunnel behind if you so wish. You tunnel even faster in dirt.


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  • Stone Digestion (uncommon) : You can extract nourishment from ingested stone or dirt.


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  • Tremorsense (rare) : You can sense vibrations across solid matter around you and pinpoint the sources of these vibrations at a distance of Willpower x Rank inches.


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  • Leaping (common) : Increae your your jumping distance by Dexterity x Rank x 0.5%.


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  • Wild Sense (common) : You can recognize wild animals, herbs, and gauge danger in a natural environment.


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  • Negotiation (uncommon) : You can sway bargains in your favor.


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  • Bite (common) : :You are proficient in using your teeth to kill your enemies.


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  • Dodge (common) : :You are better at evading enemy attacks.


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  • Blind-Fighting (uncommon) : :You can use your other senses to determine enemy locations.


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  • Giant-Fighting (rare) : :You have bonuses attacking and defending against creatures at least one size larger than you.


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  • Harden Teeth (rare) : :Your teeth are less prone to break and ignore part of the enemy's defenses.


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  • Bravery (rare) : :Fear effects on you are Wisdom x Rank x 0.2% less effective.


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  • Double Jump (uncommon) : While Jumping, if a horizontal or vertical surface is nearby, you can jump again.


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  • Long Jump (uncommon) : You increase the distance you jump by Dexterity x Rank x 0.5%


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  • Backflip (uncommon) : You can rotate up to 360o when jumping.


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  • Staunch (uncommon) : Reduce the duration of Bleeding effects on creatures under your care by Endurance x Rank x 0.2%


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  • Vitality (rare) : Increase the recovery rate of creatures under your care by Endurance x Rank x 0.5%


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  • Health UP (rare) : Increase your HP by Endurance x Rank x 0.5%


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  • Tactics (uncommon): Increase fighting effectiveness when leading a small group.


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  • Guerrilla Warfare (rare): Reduced chance of detection when performing a surprise attack or setting traps against larger groups of enemies.


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  • Stealth (uncommon): Reduce chance of detection when attempting to hide


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  • Backstab (rare): You deal extra damage when attacking enemies unaware of your presence.


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  • Kicking (common): Increase accuracy and damage when attacking with your posterior limbs.


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  • First Aid (uncommon): Reduce severity of wounds when paramedical care is applied within one hour.


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  • Long Term Care (rare): Increase long-term recovery rate of up to Willpower patients.


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  • Prophylaxis (rare): Patients under your care have reduced incidence of infection and contamination.


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  • Auvani Language (common): Language spoken by the humans in the Auvani Tribes.


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  • Mime (uncommon): You can communicate concepts through gestures and body movements.


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  • Acting (uncommon): Improve transmission of feelings with one's body language and believeability when impersonating a character.


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  • Tumbling (uncommon): Improve distance and precision of acrobatic maneuvers


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  • Deception (uncommon): Improve beliveablity of one's falsehoods.


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  • Storytelling (rare): Improve transmission of feelings and interest of a captive audience when retelling a chronicle.


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  • Weaving (common): Improve quality and crafting speed.


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  • Horseback Riding (common) : Improve control and rapport when mounting equines.


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  • Survival [Temperate] (common): Increase odds of avoiding hazards and finding means of subsistence in [temperate] climate biomes.


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  • Improved Stamina (uncommon): Reduce rate of fatigue when submitted to long-term exertion.


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  • Reduced Sleep (rare): Reduce the amount of sleep required by Rank X Willpower x 0.08%


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  • Hold Breath (uncommon): Increase the length of time before breathing reflexes kick in by Willpower x Rank x 0.5%


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  • Identify (common): You can obtain the classification and nature of objects up to uncommon quality.


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  • Efficient Metabolism (very rare): Reduce physiological necessities by Rank x Endurance x 0.08%


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  • Herbalism (uncommon): Improve growth rate of small plants under one's care and efficiency of harvested small herbs.


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  • Cold Resistance (uncommon): Reduce cold damage received by Endurance x Rank x 0.075%. You consider cold temperature as Endurance x Rank x 0.04 nearer your comfort zone.


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  • Camouflage (rare): Reduce chance of being detected by sight when using a specially prepared disguise.


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  • Hiking (common): Reduce rate of fatigue and movement speed when moving through own means for a long time.


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  • Drafting (uncommon): Increase precision and accuracy of one's drawings.


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  • Triangulation (rare): If you can move at least 1% of the distance to a landmark sideways, you can estimate the distance with a certain margin of error. A bigger lateral movement and measuring instruments reduces this error.


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  • Height Sense (rare): You can sense general height related to the sea level.


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  • Mineral Survey (uncommon): After carefully examination of the terrain around a large area, you can determine the presence of minerals underneath the ground.


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  • Geomancy (rare): You can infuse the terrain with MP to generate controlled magical effects. The effects available are dependent on rank and terrain type.


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  • Sense Depth (uncommon): When underground, sense the general distance to the surface.


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  • Hide Tracks (uncommon): If you move slowly, you can reduce the chance of others discovering evidence of your passing.


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  • Reduce Threat [Forest] (rare): When in forested or jungle terrain, reduce chance of drawing the ire of natural denizens and non-sentient monsters.


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  • Direction Sense (uncommon): You can determine the north direction. Increased accuracy related to Rank and Mind.


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  • Compounding (rare): You are able to mix medicinal components to create pharmaceuticals tailored to a specific need.


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  • Leatherworking (uncommon): Increase quality and precision of one's work with creature hides.


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  • Tanning (uncommon): Increase quality and durability of creature hides.


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  • Cleaning (common): Increase hygiene and cleanliness of objects cleaned.


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  • Butchering (common): Increase quality and amount recovered when processing creature carcasses.


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  • Fire Building (common): You can make fire with the appropriate tools.


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  • Sewing (common): Increase quality and precision of one's stitches.


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  • Short Spear (common): Increase accuracy and damage when wielding daggers.


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  • Baton (common): Increase accuracy and damage when wielding daggers.


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  • Dagger (common): Increase accuracy and damage when wielding daggers.


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  • Fulgenian Elvish (language, rare): The launguage of the Fulgen elves.


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  • Mining (uncommon).


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  • Pekothian (language, common).


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  • Remove Curse (very rare) Skill: You can dispel curses. The MP cost is based on the comparison of Magic Attributes between the caster and the bestower of the curse and the rarity of the curse.


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  • Blood Magic (very rare) Skill. You can cast spells that affect the blood of creatures.


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  • Ritualist [Blood] (very rare) Skill. You can design and perform rituals that drain a helpless or willing victim's blood to empower magic.


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  • Tracking (uncommon) Skill.


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  • Hide Presence (rare) Skill.


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  • Feint (uncommon) Skill: You can feign an attack to gain an advantage.


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  • Infiltration (rare) Skill: You gain a bonus when attempting to enter a guarded location without raising suspicion.


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  • Shift Control (rare) Skill: Add the Skill rank to your Willpower tests to change forms.


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  • Claws (common) Skill. Increase accuracy and damage when attacking with natural claws.


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  • Fast Shift [moonbound] (rare) Skill. Reduce the minimum time to shift between forms by Rank x Willpower x 0.1% (maximum 100%) [current: 9.9%].


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  • Exotic Mount [Bear] (rare) skill.


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  • Land Survey (uncommon) Skill. You can grasp the lay of the land upon examination, including features and elevation.


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  • Projection Plotting (rare) Skill. You can skew the map dimensions to emphasize important natural features and enhance comprehension.


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  • Refine [Medicine] (rare) Skill. You can refine medicinal compounds to increase their potency and purity.


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  • Measuring Touch (very rare) Skill. You can weigh tiny amounts of materials with great precision.


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  • Bone Strengthening (very rare) Skill. Your bones are Rank x Endurance x 0.5% tougher (currently: 8.5%)


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  • Saboteur (rare) Skill. Your acts of sabotage are Rank x (Dexterity or Charisma) x 0.5% more effective.


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  • Accelerated Regeneration [moonbound] (very rare) Skill. Increase your regeneration by Rank x Endurance x0.5%.


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  • Concentrate (rare) Skill. The potency of ingredients you refine is increased by Rank x Mind x 0.5%.


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  • Precision Drawing (rare) SKill. Increase the precision of your penmanship.


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  • Pain Resistance (rare) Skill. Your sensation of pain is reduced by Rank x Endurance x 0.095%. (current 13,9%).


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  • Empower Healing [self] (ultra rare) Skill. Effects that restore your HP are Rank x Endurance x 0.5% more effective (current 72%).


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  • Extract Materials (uncommon) Skill. Improve the accuracy of monster part harvest and reduce the chance of hazards or damaging materials extracted.


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  • Lair Mapping (very rare) Skill. When you are inside or within Mind meters from a monster lair, you have a general sense of the lair's layout and occupants. The quality of the information gained increases with Rank.


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  • Process Monster Part (uncommon) Skill. Increase the yield of alchemical materials from monster parts.


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  • Assassinate (rare) Skill. Inflict extra damage on targets marked for assassination. if you kill them unaware of your presence.


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  • Decipher Script (rare) Skill. You have a chance to understand writings in unknown languages.


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  • Break Cypher (very rare) Skill. You can decipher writing using ciphers.


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  • You gained Linguistics (rare) Skill. You can analyze speech to understand the patterns. Improve the language acquisition rate.


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  • Preservation (rare) Skill. You can make ingredients you treat and store last longer.


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  • Recipe Memorization (uncommon) Skill. You can remember more alchemical recipes.


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  • Stabilize Ingredients (rare) Skill. Ingredients you handle are Rank x Dexterity x 0.5% less prone to lose stability.


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  • Share Assassin Contract (rare) Skill. You can share a contract with other assassins in a range of Rank x Charisma meters. The assassins need to have this Skill.


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  • Detect Assassin Contract (very rare) Skill. You can tell when a person has a contract on them in a range of Rank x Mind meters.


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  • Punching (common). Increase the damage and accuracy of your unarmed attacks made with fists.


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  • Riding [Humans] (very rare). You have better control and coordination when riding a human bigger than you.


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  • Evaluate [Artwork] (rare) You can perceive the quality and relative worth of artwork. Increase evaluation accuracy and the chance of detecting falsifications.


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  • Evaluate [Weapon] (rare) You can perceive the quality and relative worth of weapons. Increase evaluation accuracy and the chance of detecting flaws.


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  • Evaluate [Armor] (rare) ou can perceive the quality and relative worth of armor. Increase evaluation accuracy and the chance of detecting flaws.


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  • Short sword (common) Increase damage and accuracy when wielding a short sword.


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  • Mace (common) Increase damage and accuracy when wielding a mace.


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  • Gladius (uncommon) Increase damage and accuracy when wielding a gladius.


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  • Longspear (uncommon) Increase damage and accuracy when wielding a long spear.


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  • Quarterstaff (uncommon) Increase damage and accuracy when wielding a quarterstaff.


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  • Conversation (uncommon) People that debate with you are more entertained and the ideas you want to convey are easier to understand.


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  • Etiquette (uncommon) You know how to act in a social setting and infer the proper behavior from subtle cues by watching others.


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  • Oratory (uncommon) When explaining a point, the ideas you want to convey are easier to understand and listeners are more agreeable to them.


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  • Composure (rare) Your control over your body language reduces wariness and aggressiveness on others.


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  • Tea Pouring (rare) When brewing and pouring tea, your movements and the quality of the brew are Rank x Charisma x 0.5% more pleasant.


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  • Musical Instrument [Lyre] (uncommon) You know how to play the Lyre. Increase the quality of music.


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  • Musical Instrument [Harp] (uncommon) You know how to play the Harp. Increase the quality of music.


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  • Musical Instrument [Aulos Flute] (uncommon) You know how to play the Aulos Flute. Increase the quality of music.


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  • Singing (common) You can make music using only your voice.


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  • Diction (rare) Your phonemes are mouthed with more precision.


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  • Speed-Talking (rare) You can talk faster and still convey the desired information.


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  • Chemistry (ultra-rare) Apprentice 20. You can mix reagents to produce new substances. Increase the precision of measurements and reduce the chance of failure.


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  • Anatomy (ultra-rare) Journeyman 30. Your attacks aimed at vital spots have an increased chance of a critical hit.


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  • Surgery (ultra-rare) Apprentice 20. You can perform surgery on an unconscious person. Increase the chance of recovery and lessen the odds of permanent damage.


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  • Strovese Dwarvish Language (uncommon) Skill. You can speak the language of the Strovin Dwarves.


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  • Itlinish Centaur Language (rare) Skill. You can speak the language of the Itline Centaurs.


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  • Track Contract (rare) Skill. You can know the general direction and distance to a contracted target you've seen recently. Helps with tracking a contracted target otherwise.


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  • Defensive Roll (uncommon) Skill. If you have room to tumble, you can mitigate the damage of a critical hit.


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  • Mind's Blank (very rare) Skill. When fighting with an opponent, you can delay your attack to strike at a moment between his perception. If successful, you score a critical hit.


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  • Titration (very rare) Skill. You pour solutions on another with more precision, reducing the chances of missing the desired point or concentration.


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  • Filter Solution (very rare) Skill. Spend MP to remove solid impurities from a solution.


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  • Estimate Heat (very rare) Skill. You can estimate the temperature of a hot object. The precision of measurement increases with Rank and Mind.


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  • Neutralize Fumes (very rare) Skill. Fumes produced by your reactions can be Rank x Mind x 0.5% less noxious if you so desire.


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  • Retrieve Catalyst (ultra-rare) Skil. Increase the amount of catalyst recovered after a reaction by Rank x Mind x 1% (Maximum 100% of the catalyst used).


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  • Estimate PH (ultra-rare) Skill. You can estimate the PH of a solution. The precision of measurement increases with Rank and Mind.


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  • Diagnosis (rare) Skill. You can know the ailments on a person after a cursory investigation. The precision of the diagnosis increases with Rank and Mind.


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  • Sterilize Implement (rare) Skill. Tools you wield are sterile. Reduce the chance of infection when performing surgery.


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  • Estimate HP (rare) Skill. You can estimate the HP and wounds of a person after a cursory investigation. The precision of measurement increases with Rank and Mind.


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  • Intensive Care (very rare) Skill. As long as you don't stop seeing a patient after surgery, double the recovery rate.


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  • Ektanish Elven (rare) language. You can speak the language of Ektan elves.


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  • Elteran Language (uncommon). You can speak the language of Elteran humans.


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  • Detect Traps (uncommon) Skill. You have an improved chance to detect traps.


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  • Disarm Traps (uncommon) Skill. You have an improved chance to disarm traps.


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  • Trapsense (rare) Skill. You have a chance to receive warning instants before triggering a trap.


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  • Axmianish Human Language (uncommon) Skill. You can speak the language of Axmian humans.


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  • Wrottian Human Language (uncommon) SKill. You can speak the language of Wrottan humans.


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  • Resist Social Influence (rare) SKill. Add the Skill rank to Charisma to resist social influence Skills and Perks.


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  • Quickdraw [Daggers] (uncommon). Increase the precision of movement and reduce the time required to draw and ready daggers.


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  • Improved Spiritual Power (very rare) Skill. Increase your Spiritual Power amount by Rank x Ego 0.5% [Current: 27%].


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  • Improved Spiritual recover (very rare) Skill. Increase your SP regeneration by Rank x Spirit x 0.5% [Current: 28%].


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  • Enghish (language, unique) : Journeyman 35. You can read, write, listen, and speak English.


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  • Sign Language [rabbit] (rare) Journeyman 35: A sign language using paw, nose, and head movements, made especially to be used with a lagomorph's body.


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  • Meditation (rare) Apprentice 20. After a few minutes of concentration, you can clear your mind and control your emotions. During the meditative state, you gain an extra Willpower test modified by the Skill level to resist mental influence and perceiving illusions for what they are.


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  • Yoga (unique) Apprentice 20. Improve Flexibility and motor control of your body by Rank x Endurance x 0.2%.


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  • T'ai chi ch'üan (unique) Apprentice 20. Improve body recovery rate, reduce the duration of debuffs, and increase your lifespan by Rank x Willpower x 0,05%.


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  • Karate (unique) Apprentice 20 . Improve the damage and accuracy of your punches and kicks using humanoid appendages.


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  • Judo (unique) Apprentice 20. Improve damage and accuracy for grappling and throwing maneuvers.


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  • Aikido (unique) Apprentice 20. Improve dodge chance, the accuracy of counterattacks, and mobility in combat.


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  • Very Fast (rare): Your base movement rate is double your racial average.


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  • Disease Immunity (rare): You are completely immune to disease and parasites.


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  • Poison Immunity (rare): You are completely immune to poison and venom.


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  • Vorpal Teeth (very rare) :your critical hits using Bite can sever limbs or necks.


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  • Improved Critical [Bite] (rare) :The critical strike range of your bite attacks is doubled.


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  • Favored Enemy: Humans (uncommon): Treat all your combat Skills as one rank above when fighting against humans.


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  • Improved Natural Attack [Bite] (uncommon): You gain a bonus to hit and damage with bite attacks.


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  • Natural Attack Specialization [Bite] (rare): Your bite attacks deal half as much damage and increase the critical range by 1.


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  • Close Quarters Fighting (uncommon): If an enemy is within your reach and its attack range is longer than yours, you gain a bonus to all defenses.


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  • Climb Giants (rare): While riding an enemy larger than you, you gain a bonus to attack and defense against that creature.


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  • Drop from the Saddle (rare): You gain bonus evasion while riding a creature. Attacks that miss you hit your mount.


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  • Unwilling Ride (rare): Hostile creatures you ride have a penalty to attack or dislodge you.


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  • Linguist [Sign Language] (rare): You learn sign languages 20% faster.


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  • Home Ground Defense (rare): Halve all damage received when defending your home. Your defensive Skills are considered a rank above when fighting to defend your home.


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  • Indomitable (rare). You only die when you reach 2*Endurance negative Hitpoints.


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  • Exp Boost (ultra rare): You gain a 25% Experience bonus.


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  • Magic Resistance (rare): Magical attacks deal 25% less damage to you. Undesirable Magical effects are 25% easier to resist.


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  • Alertness (uncommon): Add your Mind and Wisdom Attributes to detect threats.


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  • Detect Monster (rare) :you sense the presence of monsters at a range of Mind meters.


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  • Improved Critical [monster] (rare): Your critical chance against monsters is increased.


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  • Unerring Strike [Monster] (uncommon): Your attacks against monsters are harder to avoid or defend.


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  • Great Longevity (blessing, ultra-rare): Increase your natural lifespan and reduce rate of aging past your race's age of maturity by a factor of ten.


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  • Elder Elven Kinship (blessing, ultra-rare): Regardless of your race, all Elves consider you a member of their race and kin to their elders.


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  • Harried Dodge (rare): When facing. or more opponents in melee, attacks that you dodge have. risk of striking one of your enemies.


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  • Locate Favored Enemy (rare): You can sense your favored enemies at. distance of Rank. Mind meters.


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  • Reinforced Veins (very rare). Reduce bleeding effects and duration by 50%.


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  • Tranquil Mind (rare): You are immune to Rage effects.


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  • Bleeding Strike (rare). Your Cutting and Piercing attacks ignore part of the target's armor to check for bleeding wounds.


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  • Hemorrhage Strike (very rare). Bleeding wounds you inflict deal triple damage and last 50% longer.


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  • Stunning Bleed (rare). Victims of your bleeding wounds must pass an Endurance check or suffer. 50% penalty to their combat skills while the bleed lasts.


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  • Moonbound [Black Jaguar] (ultra rare). you are. moon-bound. If you pass. Willpower test, you can shift either into your beast or hybrid form.


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  • Forced Shift [moonbound] (curse, rare). During. night of the full moon, you must pass. hard Willpower test or be forced to take your moon-bound form.


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  • Beast Regeneration [moonbound] (rare). When in your beast or hybrid forms, you recover from any wound not inflicted by silver at. fast rate.


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  • Monster Exp Boost. (uncommon). Increase Exp gains from monsters by 25%.


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  • Eat Anything (ultra rare). Your body can process and draw nourishment from almost any source.


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  • Improved Extract Materials (uncommon). Monster parts you harvest from monsters you killed have better properties and potency.


  •   
  • Earth Affinity (rare). All of your skills and traits are stronger when underground. Earth magic costs less MP.


  •   
  • Darksight (rare). You can see in non-magical darkness up to 10 meters away from you in black-and-white and up to 20 meters as blurred shapes


  •   
  • Improved Burrowing (rare). Double your burrowing speed.


  •   
  • Less Debris (very rare). When digging, you generate 50% less debris.


  •   
  • receive an Experience tithe from all were-jaguars based on proximity.


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  • Death Contract (rare). Gain 50% more Experience from targets marked for assassination.


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  • Death Blow (rare). Spend MP to gain. damage multiplier when striking an enemy unaware of you.


  •   
  • EXP Boost. (uncommon). Gain 305% more Experience.


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  • Death Contract. (rare). Gain 757% more Experience from targets marked for assassination.


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  • Melodius Voice (uncommon). Your voice is never off-tune. Add your Endurance to Charisma for all Charisma effects that depend on speech or song.


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  • Erase Presence (uncommon). Whenever you use. furtive skill out of combat, that Skill is 50% more efficient. Modified by Luck.


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  • Temperature Tolerance (rare). Increase the range of acceptable temperatures by twenty degrees Celsius. Decrease damage from exposure to either hot or cold temperatures (but not fire or ice damage) by half.


  •   
  • Stunning Ambush (rare). Unaware enemies struck by your melee attacks suffer an extra stun debuff.


  •   
  • Chameleon Skin (rare). You can change the color of your skin and hair. Reduce odds of visual detection by at least 60% if you are standing still.


  •   
  • Favored Enemy [Demons] (rare). Treat all your combat Skills as one rank above when fighting against demons.


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  • Strengthened Health (rare). Your HP pool is based on either Strength or Endurance, whichever is higher, plus half of the lower Attribute.


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  • Limber Health (rare). Your HP pool is based on either Dexterity or Endurance, whichever is higher, plus half of the lower Attribute.


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  • Willful Health (rare). Your HP pool is based on either Willpower or Endurance, whichever is higher, plus half of the lower Attribute.


  •   
  • Corrupted Blood Resistance IV (very rare). Damage taken by Corrupted Blood is lowered by 93.75%.


  •   
  • Eat Magic (ultra-rare). You can gain nourishment from magic. Reduce damage taken from magical sources by at least 25% up to 80%, depending on your hunger.


  •   
  • Project Title (ultra-rare). Allows people that {Appraise} you to mentally discern your active title and recognize it as truth. This effect works even if your Status is hidden or modified. Thiscan be toggled on and off at will.


  •   
  • Improved Track Contract (very rare). You are aware of the location of assassin contracts you are undertaking and can track them at ten times the distance.


  •   
  • Lightning Resistance. (ultra-rare). Reduce all lightning damage suffered and the duration of lightning-related debuffs by 96,9%.


  •   
  • Fire Resistance. (very rare). Reduce all fire damage suffered and the duration of fire-related debuffs by 96,9%.


  •   
  • Demon Slayer II (very rare): Your attacks against demons deal 125% more damage. The damage from your attacks do not regenerate and lowers the demon's strength and agility.


  •   
  • Favored Enemy Critical Chance (very rare). Increase your critical hit chance against favored enemies.


  •   
  • Partial Transformation (very rare). You can shift parts of your body while keeping the rest the same.


  •   
  • Favored Enemy Exp Boost. (very rare). Experience from favored enemies is increased by 657%.


  •   
  • Polyglot (rare) trait. Increase the comprehension and learning rate for language Skills by 20%.


  •   


  


      
  • Divinity Absorption: Any use of divine power targeted at you or the area you occupy is nullified.


  •   
  • Reincarnation: Upon final death, you are randomly returned to the world as a newborn of another species.


  •   
  • Past Life Memory: Never lose sense of self. You carry memories, Attributes, Skills and non-situational Traits to the next life.


  •   
  • Pioneer: You are the first of your species to be inducted to the System. Skill growth increased by 10%.


  •   
  • Absolute Clinging: You can cling to any surface without damaging it, including force constructs.


  •   
  • Clay Transmutation: You can spend MP to transmute matter into clay.


  •   
  • Prodigy: You are the youngest of your species ever inducted in the System. Skill growth increased by 10%.


  •   
  • Fast-Learner: Your Exp gains are multiplied by 10,000.


  •   
  • Water Fairy Familiar. You have. water fairy familiar. It will grow stronger as it ages. Its powers are always limited by your own level.


  •   
  • Were-jaguar Matriarch. Were jaguars are compelled to obey you. Your combat Skills raise. rank when fighting against were-jaguars. Those you personally convert are stronger, smarter, and gain. loyalty boost. You gain a tithe from the Exp gains of were-jaguars near you.


  •   
  • Infinite Item Box (unique). You can instantaneously store any object. There is no limit to the number of objects stored.. window listing the inventory can be browsed at any time. The storage space is persistent between reincarnations and time does not pass for stored items. You can store any unattended objects and make them appear at. distance up to Willpower meters away from you. The MP cost varies depending on the mass and bulk of the object stored.


  •   
  • Pioneer Chemist. Chemical reactions you cause are 20% more likely to happen as intended. As. pioneer, you gain. extra Skill point for every Profession level in Chemist or its derived Professions.


  •   
  • Pioneer Surgeon. When performing surgery on. patient, reduce bleeding and damage caused by 20%. Increase recovery time by 20%. As. pioneer, you gain. extra Skill point for every Profession level in Surgeon or its derived Professions.


  •   
  • Divine Negotiato. Add your Mind to Charisma when negotiating. deal. If your offer is one you consider truly reasonable and not harmful for the other party, decrease their resistance by 50%. Thisworks on deities.


  •   
  • SP Substitution. You can spend SP instead of MP to power any ability that requires SP.


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  • Blocked Status (very rare): Your status can only be viewed with divine magic.


  •   
  • Feminization (uncommon): Your gender is female, if possible.


  •   
  • Greater Decrepitude (ultra rare): Your maximum physical Attributes are your racial average minus one.


  •   
  • Greater Feeblemind (very rare): Your maximum mental Attributes are your racial average minus one.


  •   
  • Magicless (ultra rare): Your base magic Attribute is zero.


  •   
  • Greater Magic Deficiency (very rare): you cannot increase your Magic Attribute or gain MP.


  •   
  • Random speciation (rare): Your birth race is determined at random.


  •   
  • Random disability (ultra rare): Upon birth, you gain a random disability. This disability is removed upon death.


  •   
  • Divine Siphon (unique): divine energy that targets you or enters in contact with you is drained and the power is sent to [Loki, Asgard].


  •   
  • Sterile (rare): You cannot generate offspring.


  •   
  • Forgotten Identity(rare): You cannot remember your identity from your life in another world.


  •   
  • Technogibberish (very rare): You cannot transmit scientific or technological knowledge through any means. All attempts will be interpreted as gibberish by others.


  •   
  • Unskilled IV (very rare): You cannot raise Skills above Novice rank.


  •   
  • Unspeakable Name of God (ultra rare): You cannot utter the name or transmit the knowledge of gods by any means. All attempts will be interpreted as gibberish by others.


  •   
  • Slow Learner IV (ultra rare): Your Experience gains are divided by 10,000.


  •   
  • Unspeakable Curses (uncommon): You cannot speak about your curses through any means. All attempts will be interpreted as gibberish by others.


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