"Loki!" Thor boastful voice rang. "I came to say thanks. I'll no longer hold a grudge for making my wife bald... again."
The God of Change and Mischief glanced sideways at his brother, appearing bored. "You're welcome, brother. I was just doing the All-Father's bidding."
"As you should," Thor nodded sagely. "But one thing bothers me. You chose the most strange agent, brother. I understand the shapeshifter, but why a cat?"
"A cat? I have no idea what you are talking about, dear brother," Loki laughed. "I picked a random man from Midgard that had suitable compatibility and sent him to help you."
"A man? The person that rescued me was clearly female," Thor mimicked groping breasts. "Although too scrawny for my tastes."
"Yeah. That I can explain. I cursed him to become female," Loki's tone betrayed how bored he was to explain every little detail to his doltish brother.
"Why would you do such a heinous act to a man?" Thor asked, indignant. For the Asgardian culture, manhood was the pinnacle of existence. Females existed mostly for serving, whoring, and entertaining the eyes. With a few rare exceptions like the Goddesses and Valkyries.
"Easy. While I was tasked with rescuing you, I wouldn't spend any of my energy in this endeavor. So I cursed the mortal until I had enough points to send him for free with the blessings he needed to complete his task. Or her task, now," He cackled. "Turning him into a female, as you well know, is a major curse. At least in this retrograde place," He added in a whisper.
"And when will you retrieve your agent, to bring him into the halls of Valhalla? He surely displayed bravery in combat."
"Never?" Loki scoffed. "Let him wreak havoc in that place as punishment for that upstart pantheon that dared ambush and imprisoned you. I have arrangements in place that will either force them to evolve or destroy them altogether. As an agent of the God of Change, he'll create legends with each deed. Those legends will resonate in that pathetic world, and break the foundations of their pantheon."
Loki was overdoing it again, Thor reckoned. Most of his schemes would be very successful if he acted in moderation. But it wouldn't be Him to warn his mischievous brother of the dangers of messing too much with Fate. The last time Loki went overboard, he birthed the All-Father's horse. Now that Thor thought about it, maybe Loki understood what it meant to be female.
With a shrug, Thor walked away. He rewarded the agent, he expressed his gratitude to Loki. His boon to his brother was to forfeit the beating he deserved for messing with Lady Sif's hair again.
This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
Wyxnos, God of Logic, worked painstakingly for centuries to recompile the Anomaly's Status page from the logs dating all the way back to its injection into the world's System. He set safeguards in place, isolating their world from the multiverse. No other transmigrators would come.
He understood the concern of some members of the pantheon. {Loki's Champion}, as the System hidden title assigned to the Anomaly was growing too powerful. Strong enough to face a deity and not be crushed immediately. If this rate of growth continued, the Pantheon would need to either invite them into becoming a deity, crushing the entity altogether with a combined effort, or risk losing control.
For some, himself included, the last was the worst possibility. That one day the Anomaly would grow too strong to challenge and defeat them.
They already lost one. Bundeus didn't come out of his foolish duel unscathed. Weakened by the time dilation - maybe it was Wyxnos' fault for revealing too much information to the Anomaly - he lost his domains. Galbarar absorbed the Sun to end the Age of Eclipse sooner, while Queltphion absorbed War and passed Death to Rabhorktaar. Now only the God of Humans, Bundeus was limited in power and potential.
One outlier was how well Bundeus accepted his predicament. There was a big chance he hadn't quite abandoned his quarry with the Anomaly.
"System, register {Loki's Champion} as forbidden from engaging in activities from the divine category," Wyxnos ordered. No more duels for divinity for one. Since the Anomaly was a siphon of divine power, the System interpreted wrongly that he had some divinity. The backdoor that fed Loki the stolen power didn't register in the System.
ACKNOWLEDGED. {Loki's Champion} will no longer be eligible for activities in the divine category, unless they ascend.
He sighed. He would love to ask the Anomaly to cancel the curse that sent power to Loki. But he knew there was no chance whatsoever of they agreeing to remove the perk that granted immunity to divine power. If they removed that curse but not the perk, the Anomaly would have nowhere to send or spend the Divine energy and would eventually ascend, as the System predicted. If they removed the perk, the Anomaly would cease to exist the next moment.
Even though Wyxnos' calculations believed that the best path was of cooperation given the circumstances, that didn't stop him from seeing the benefits of removing the Anomaly from the System and restoring normalcy.
At the end of the day, a mortal soul was just a mortal soul. Fated to die. That one's demise was grossly overdue, the God of Logic coldly analyzed.
Wyxnos recalculated all the scenarios. Given that removing the {Divinity Absorption} perk was illogical, the "Nash Equilibrium" of all scenarios pointed to cooperation as the most stable option. He felt a wave of nostalgia. He'd passed some time on Earth, even graduated from Harvard. He was banned from visiting after they'd kidnapped Thor to jumpstart their own System world.
He knew the Aesir would send someone to retrieve their Heir, but he never thought it would be Loki the one to send someone. No wonder his fellow Gods were so skittish. They feared retaliation.
Wyxnos looked at the mess that was the Anomaly's Skills. Maybe he could streamline some of them. One easy change was the Profession System. The vast majority of the people never invested in Professional Skills, merely using the two entries as a cheap source of Skill Points. That had to change.
He got an idea, and after running some simulations past the System, he implemented it.
Life 10 Status:
Spoiler: Spoiler
- Heroine / Hero
- Princess
- Queen / King
(Because of some System quirk, MC has both gendered titles. The System does not assume the gender of the user and grant the title as written by the bestower).
Skills:
Unless marked, assume all Skills are at the level Apprentice 24, the current cap.
Special:
- Thread Color Control (very rare): You can display a wide gamut of colors in your spun threads. Skill rank increases the nuance and vividness of the colors.
- Increased Thread Production (rare) Journeyman 49: Increase the amount of thread you produce by Rank x Endurance x 0.5%.
- Fast Weaving (uncommon) Journeyman 49: Your weaving speed increases by Rank x Dexterity x 0.5%.
- Detailed Woven Pattern (rare) Journeyman 49: Increase the precision and details of your woven patterns.
- Strengthened Threads (rare) Journeyman 49: Increase the durability of your threads and fabrics woven from them by Rank x Willpower x 0.5%.
- Thread Repair (very rare): You can spend MP to repair threads, closing holes in the fabric, and fixing fraying strands.
- Sticky Threads (uncommon): Threads you create through biological or magical means are adhesive. Use the Skill rank plus half your weaving Attribute as the effective Strength. The threads do not stick to you although you can cling to them.
- Throw Threads (uncommon): Threads you create through biological or magical can be thrown at a target up to Rank x weaving Attribute meters.
- Accelerated Regeneration [moonbound] (very rare) Journeyman 49: Increase your regeneration by Rank x Endurance x0.5%.
- Condense Dust (uncommon): Dust you dislodge gets condensed and easier to remove.
- Cleansing Scrub (uncommon): Increase the cleanliness of scrubbed surfaces. Ease the removal of grime.
- Mold Eradication (rare): The mold you clean fails to release spores. Spores already present on surfaces you clean are killed.
- Grime Removal (uncommon): Grime becomes easier to remove from surfaces.
- Extra Polish (common): Materials you polish become shinier and tarnish at a slower rate.
- Resist Enthrallment (very rare): Add the rank of this:to resist Enthrallment effects.
- Blight Delay (very rare): Multiply the blight damage interval by the:rank.
- Pacify Undead (very rare): Shift the initial reaction of undead you meet by Rank x Charisma x 0.5%. This reaction bonus ends if you take a hostile action.
- Materialize Spectre (very rare): Spend SP to allow a willing specter to materialize. While materialized, it loses its immunity to normal weapons.
- Undeath Ward (very rare): Spend SP to create a ward on a person or location that forbids contact or entry by the undead.
- Banishing Bolt (rare): Spend SP to shoot a bolt of spiritual energy to damage incorporeal spirits or undead.
- Soul Armor (ultra-rare): Spend SP to create an ectoplasmic armor on a target creature or object. This armor protects only against Incorporeal spirits or undead attacks.
- Royal Order (ultra-rare). You can give orders to your subjects and force them to comply. Charisma-based. The stronger the loyalty, the harder it is to resist.
Physiological
- Bone Strengthening (very rare) Journeyman 49: Your bones are Rank x Endurance x 0.5% tougher
- Bravery (rare) Journeyman 49: Fear effects on you are Wisdom x Rank x 0.2% less effective.
Movement
- Leaping (common) : Increae your your jumping distance and speed by Dexterity x Rank x 0.5%.
- Double Jump (uncommon): While Jumping, if a horizontal or vertical surface is nearby, you can jump again. You can do one extra jump off a surface per rank.
- Long Jump (uncommon) : You increase the distance you jump by Dexterity x Rank x 0.5%
- Backflip (uncommon) : You can rotate up to Rank x Dexterity degrees when jumping.
- Tumbling (uncommon): Improve distance and precision of acrobatic maneuvers
- Hiking (common): Reduce rate of fatigue and movement speed when moving through own means for a long time.
Information
- Wild Sense (common) : You can recognize wild animals, herbs, and gauge danger in a natural environment.
- Survival [Temperate] (common): Increase odds of avoiding hazards and finding means of subsistence in [temperate] climate biomes.
- Height Sense (rare): You can sense general height related to the sea level.
- Sense Depth (uncommon): When underground, sense the general distance to the surface.
- Tracking (uncommon): You can follow tracks left by a target.
- Evaluate [Artwork] (rare) You can perceive the quality and relative worth of artwork. Increase evaluation accuracy and the chance of detecting falsifications.
- Evaluate [Weapon] (rare) You can perceive the quality and relative worth of weapons. Increase evaluation accuracy and the chance of detecting flaws.
- Evaluate [Armor] (rare) ou can perceive the quality and relative worth of armor. Increase evaluation accuracy and the chance of detecting flaws.
- Break Cypher (very rare): You can decipher writing using ciphers.
Social
- Diction (rare) Your phonemes are mouthed with more precision.
- Speed-Talking (rare) You can talk faster and still convey the desired information.
- Spirit Diplomacy (very rare): Add the Rank to Charisma when interacting with the dead or undead.
- Teaching (rare): Increase Skill acquisition rate for one pupil per rank by Rank x Charisma x 0.1%.
Combat
- Dodge (common) : :You are better at evading enemy attacks.
- Giant-Fighting (rare) : :You have bonuses attacking and defending against creatures at least one size larger than you.
- Backstab (rare): You deal extra damage when attacking enemies unaware of your presence.
- Defensive Roll (uncommon): If you have room to tumble, you can mitigate the damage of a critical hit.
Medical:
- Surgery (ultra-rare) : You can perform surgery on an unconscious person. Increase the chance of recovery and lessen the odds of permanent damage.
- Staunch (uncommon) : Reduce the duration of Bleeding effects on creatures under your care by Endurance x Rank x 0.2%
- Vitality (rare) : Increase the recovery rate of creatures under your care by ((Patient's) Endurance x Rank x 0.5%
- First Aid (uncommon): Reduce severity of wounds when paramedical care is applied within one hour.
- Long Term Care (rare): Increase long-term recovery rate of up to Willpower patients.
- Prophylaxis (rare): Patients under your care have reduced incidence of infection and contamination.
- Anatomy (ultra-rare) Journeyman 30. Your attacks aimed at vital spots have an increased chance of a critical hit.
- Diagnosis (rare): You can know the ailments on a person after a cursory investigation. The precision of the diagnosis increases with Rank and Mind.
- Sterilize Implement (rare): Tools you wield are sterile. Reduce the chance of infection when performing surgery.
- Estimate HP (rare): You can estimate the HP and wounds of a person after a cursory investigation. The precision of measurement increases with Rank and Mind.
- Intensive Care (very rare): As long as you don't stop seeing a patient after surgery, double the recovery rate.
- Anesthetic Touch (very rare): You can induce localized numbness on a willing patient without causing unconsciousness.
- Hematopoietic Stimulation (very rare): You accelerate the production of blood in a willing or unconscious target.
- Pinch Blood Vessel (very rare): You can spend MP during surgery to temporarily cut blood flow in a blood vessel.
- Sustain Organ (very rare): During surgery, you can spend MP to sustain an organ functional for Rank x Mind minutes longer without blood flow.
- Heal Internal Damage (ultra-rare) Journeyman 49: During surgery, you can spend MP to mend wounds to internal organs if you can reach the damaged part.
- Thread Suture (ultra rare): You can use the threads you generate as suture without the need for needles. Accelerate speed of recovery for sutures and absorption of the thread. Reduce scarring.
- Dialysis (rare): During surgery, you can spend MP to gather the patient's leaking blood, purify, and return it to the patient.
- Delay Departure (ultra-rare): The soul of patients that die in the operating table is kept attached to the body for Rank x (Patient's) Willpower extra minutes.
- Tissue Regeneration (ultra-rare) Journeyman 49: You can spend SP to force tissue to regrow at a fast rate.
- Soul Template Restoration (ultra-rare) Journeyman 49: You can spend SP to restore a body back to its soul template, regrowing lost parts.
- Spiritual Scalpel (ultra-rare): You can conjure surgical tools out of your soul. Costs SP to maintain.
Alchemy:
- Chemistry (ultra-rare) : You can mix reagents to produce new substances. Increase the precision of measurements and reduce the chance of failure.
- Herbalism (uncommon): Improve growth rate of small plants under one's care and efficiency of harvested small herbs.
- Process Monster Part (uncommon): Increase the yield of alchemical materials from monster parts.
- Preservation (rare): You can make ingredients you treat and store last longer.
- Recipe Memorization (uncommon): You can remember more alchemical recipes.
- Stabilize Ingredients (rare): Ingredients you handle are Rank x Dexterity x 0.5% less prone to lose stability.
- Refine [Medicine] (rare): You can refine medicinal compounds to increase their potency and purity.
- Extract Materials (uncommon): Improve the accuracy of monster part harvest and reduce the chance of hazards or damaging materials extracted.
- Concentrate (rare): The potency of ingredients you refine is increased by Rank x Mind x 0.5%.
- Titration (very rare): You pour solutions on another with more precision, reducing the chances of missing the desired point or concentration.
- Measuring Touch (very rare): You can weigh tiny amounts of materials with great precision.
- Filter Reagents (very rare): Spend MP to remove solid impurities from a solution or reagent sample.
- Estimate Heat (very rare): You can estimate the temperature of a hot object. The precision of measurement increases with Rank and Mind.
- Neutralize Fumes (very rare): Fumes produced by your reactions can be Rank x Mind x 0.5% less noxious if you so desire.
- 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).
- Estimate PH (ultra-rare): You can estimate the PH of a solution. The precision of measurement increases with Rank and Mind.
- Refine Hormones (ultra-rare): You can refine hormones out of the blood.:level increases the rate of recovery and quality of the extract produced.
- Dry Reagent (very rare): You can dry reagents into powder form, increasing their shelf life by Rank x Mind x 0.2 times. The increase is determined each time this:is used and does change for that particular batch of reagents.
- Phase Separation (very rare): You can force fluids with low adhesion force between them to separate into different phases.:level increases the degree of separation and purity of the phases.
- Lightning Electrolysis (very rare): You can spend MP to create an electrical potential between two electrodes you touch.
- Centrifugal Spin (very rare): You can spend MP based on the radius of the container to generate a centrifugal force on the container.
- Quick Dissolution (very rare): Solutes dissolve faster. Does not affect solubility.
- Minor Transmutation (ultra-rare): You can spend MP to transmute one reagent into another of lesser value and rarity.
- Compounding (rare): You are able to mix medicinal components to create pharmaceuticals tailored to a specific need.
- Glassify (very rare): You can spend MP to shape and purify glass, as well to convert sand to glass. Improved levels increase quality and shaping ability.
Cartography
- Mineral Survey (uncommon): After carefully examination of the terrain around a large area, you can determine the presence of minerals underneath the ground.
- 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.
- Land Survey (uncommon): You can grasp the lay of the land upon examination, including features and elevation.
- Projection Plotting (rare): You can skew the map dimensions to emphasize important natural features and enhance comprehension.
- Precision Drawing (rare): Increase the precision of your penmanship.
- Lair Mapping (very rare): 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.
- Drafting (uncommon): Increase precision and accuracy of one's drawings.
Bard
- Bardic Magic (rare): You can weave magic into your songs.
- Musical Instrument Crafting (rare): You can apply your knowledge of woodworking and music to create tuned musical instruments.
- Polyphonic Voice (very rare): You can spend MP to create several distinct musical notes with your voice.
- Project Voice (rare): You can spend MP to extend the distance people can hear your voice by Rank x Charisma x 1%
- Sustain Instrument (rare): Your musical instrument can sustain notes longer.
- Second Melody ( very rare): When playing your instrument, you can spend MP to play two melodies at once.
- Countersong (rare): Spend MP and play a song to counter sound-based effects in an area.
Assassin
- Share Assassin Contract (rare): You can share a contract with other assassins in a range of Rank x Charisma meters.
- Assassinate (rare): Inflict extra damage on targets marked for assassination. if you kill them unaware of your presence.
- Mind's Blank (very rare) Journeyman 35: 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.
- Track Contract (rare): You can know the general direction and distance to a contracted target you've seen recently. Helps with tracking a contracted target otherwise.
Magical
- Remove Curse (very rare) Journeyman 49: You can dispel curses. The MP cost is based on the comparison of Rank + Magic against the Magic score of the curse's bestower and the rarity of the curse.
- Ritualist [Blood] (very rare): You can design and perform rituals that drain a helpless or willing victim's blood to empower magic.
- Elven Spellsong (rare) Journeyman 49: You can use your unique elven vocal cords (or another Skill to create polyphonic vocalization) to manipulate the flow of raw magic in your conduits to create special magical effects. Reduce the chance of failure and damage suffered by Rank x Magic x 0,05% (maximum 100%);
- Lucky MP Pool (ultra-rare): When casting a spell, there's a chance of Rank x Luck x 0.005% of spending no MP for that spell. You must have enough MP to cast the spell.
- Evoker (ultra-rare) Journeyman 47: You are proficient with all kinds of non-elemental magic. Increase damage, effectiveness, and reduce MP cost of non-elemental spells.
Jeweller:
- Jewelry design (rare): Increase the quality, aesthetics, durability, and value of the products.
- Evaluate [Gemstone] (rare): Reveals flaws and estimates the value of gemstones.
- Gem Cutting (rare): Increase shine, reveal patterns, quality, and value of the products.
- Evaluate [Jewelry] (rare): Reveals statistics and estimates the value of a piece of jewelry.
- Craft Casting Mold (uncommon): Create mockups and prepare molds for casting molten metals.
- Engrave [metal] (uncommon): Etch inscriptions and designs on metal.
- Wire Pulling (uncommon): Pull metallic wires using dies.
- Craft Fine Chains (rare): Assemble small chains from links.
- Goldbeating (rare): You can beat and press soft metals into thin sheets.
- Lathe Operator (rare): Mold spherical and cylindrical forms on a lathe. Increase precision and quality.
- Welding (rare): Spend MP to weld two metallic surfaces.
- Mounting (rare): Carve settings and clasps for gemstones.
- Repoussé and Chasing (rare): Engrave a pattern on a metallic surface by using punches.
Enchanter:
- Enchant Success Rate Up (very rare) Journeyman 42: Increase the success rate of all enchanting attempts by Rank x 0.5%.
- Each Skill in this block grants Rank x 0.5% extra chance of success. - Rosewise
- Enchant Resources (rare): Add resource bonuses (HP, MP, SP). Base cost: 1
- Enchant Physical (rare): Add Physical Attributes (Strength, Dexterity, Endurance). Base cost: 2
- Enchant Mental (rare): Add Mental Attributes (Mind, Willpower, Charisma). Base cost: 3
- Enchant Magic (very rare): Add Magic Attribute. Base cost: 4
- Enchant Spirit (ultra-rare): Add Spiritual Attributes (Ego, Luck, Soul). Base cost: 5
- Enchant Skill (rare): Add Skill bonus. Base cost: 2.
- Enchant Weapon (rare): Add attack and damage to weapons. Base cost: 2
- Enchant Defense (rare): Add defense to items. Base cost: 2.
- Enchant Armor (rare): Add damage reduction to armors. Base cost: 1.
- Enchant Resistance (rare): Add elemental resistance to items. Base cost: 2.
- Wild Enchant (very rare): Add a random trait to an item as it is enchanted, at the average level of the other effects. Subtracts one random trait. Chances are ( Rank x Luck / 100 )% to add, and (35 - (Rank x Luck / 80))% to subtract.
- Resonance Shift (very rare): When you equip a newly enchanted item, you have a (Rank - Number of items with the same trait) x Luck x 0.1% reduced chance of having resonance conflicts.
- Resonance Dampener (very rare): When a resonance conflict happens, you delay the reaction by Rank seconds.
Advanced:
- 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.
- Meditation (rare) Master 60. 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. The Skill bonus is active at all times. When you stop to meditate, you enter a deep state of healing. In this state, all your resources recover at double the normal rate and you are immune to emotional and mental control and instabilities.
- Yoga (unique) Apprentice 20. Improve Flexibility and motor control of your body by Rank x Endurance x 0.2%.
- T'ai chi ch'üan (unique) Master 60. Improve body recovery rate, reduce the duration of debuffs, and increase your lifespan by Rank x Willpower x 0.01%. Increase all physical Attributes by 3. This bonus can raise your traits over the cap.
- Karate (unique) Apprentice 20 . Improve the damage and accuracy of your punches and kicks using humanoid appendages.
- Judo (unique) Apprentice 20. Improve damage and accuracy for grappling and throwing maneuvers.
- Aikido (unique) Master 60. Improve dodge chance, the accuracy of counterattacks, and mobility in combat. Your joints flexibility is increased by 25%. Add your Dexterity to MInd to sense attacks from hidden enemies or traps. You take no damage from attacks you properly block or parry.
- Outfitter (very rare) Journeyman 42. You are proficient with processing plant and animal materials to crafting clothing and objects. Increase quality and durability of crafted products.
- Surreptitiousness (ultra-rare) grandmaster 80. When hiding or moving stealthily, reduce the chance of others detecting either you or traces of your passing through any sense by Rank x Dexterity x 1% (Current: 1520%). When moving at half your movement rate, apply your Surreptitiousness modifier to the chance of triggering traps or wards of any kind. You are aware of any trap or ward that fails to act that way.
- Epic Constitution (ultra-rare) master 50. Increase recovery and the pool size of your HP, MP, and SP by Rank x Ego x 0,5% (current 2750%)
- Elementalist (very rare) Master 51. You can cast spells of all the eight basic elements with greater accuracy, power, damage, and effect. Reduce MP cost of the elemental spells. Your elemental spells cause extra effects based on their elements. You resist 25% of all elemental damage.
- Claws (common) Master 55: Increase accuracy and damage when attacking with natural claws. Your claw attacks ignore half the target's defenses. Bleeding wounds caused by your claws bleed for 50% more damage and last 100% longer.
- Bite (common) Master 75 :You are proficient in using your teeth to kill your enemies. Your bite attacks deal double the damage and ignore half the target's defenses.
- Pain Resistance (rare) Journeyman 40. Your sensation of pain is reduced by Rank x Endurance x 0.095%. (Current 91.2%).
- Short Blade Expertise (very rare) Journeyman 35. You are an expert with all kinds of short blades. Greatly increase accuracy and damage.
- One-Handed Bludegoning Expertise (very rare) Journeyman 35. You are an expert with all kinds of one-handed blunt blades. Greatly increase accuracy and damage.
- Stringed Instrument Expertise (very rare) Journeyman 35. You are an expert with all kinds of stringed instruments.
- Wind Instrument Expertise (very rare) Journeyman 35. You are an expert with all kinds of wind instruments, including your voice.
- Social Tact (very rare) Master 66. You add the Skill rank to Charisma on all social interactions, including to resist the use of social traits on you. Treat the reaction of all creatures toward you and your associates as one step in your favor.
- Wild Wrangler (ultra-rare) Master 50: Able to ride, tame, and train any non-sentient creature that can both support your weight and you can climb onto.You can tame and train one extra creature for every 10 points of Charisma. Creatures you're training learn 50% faster and can understand your speech.
- Evoker (ultra-rare) Journeyman 47: You are proficient with all kinds of non-elemental magic. Increase damage, effectiveness, and reduce MP cost of non-elemental spells.
Perks:
Previous Animal Lives:
- Pseudopod: You can project microscopic pseudopods up to 2x body length away from you. These pseudopods have all your senses.
- Phagocitosis: Your pseudopods can catch microscopic particles and creatures smaller than you. You can digest and process what you capture.
- Chemical Awareness (very rare): You can identify chemicals dissolved in fluids around you, to a range of 1/2 body length.
- Cyst Hibernation (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 1,000 and time passes 10,000 times slower for you. You cyst breaks when conditions are favorable once again.
- Stone Burrowing (rare) : 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.
- Stone Digestion (rare) : You can extract nourishment from ingested stone or dirt.
Fairy / Silk:
- Spin Silk (very rare): You can use MP to create, spin, and weave silk. You can choose the thread color and fabric pattern.
- Steelweave (very rare): Increase the tensile strength of fabrics you weave from your created threads by a factor of ten.
- Cloth Body (ultra-rare): You can spend SP to force a spirit or specter to inhabit a previously prepared stuffed cloth body you created with your threads. You do'nt control the animated body.
- Fairy Godmother (very rare): You can adopt a mortal child and grant her magical powers by permanently sacrificing your MP.
- Prismatic Silk (ultra-rare): You can spend extra MP and time to weave silk that's immune to a particular element's damage. The hue of the silk must match the element.
- Fae Ancestry (ultra-rare) You can purchase racial perks from your fae ancestry (water, fire, earth, wood, wind, brownie).
- Living Threads. The threads you create are living. They can receive small amounts of MP or SP from the user to repair and clean themselves. They also earn 0.1% of the earned Exp and level up, increasing their strength and durability.
- Fairy Goddaughter (very rare). You have a protector fairy. You gained +2 Dexterity, +2 Endurance, +2 Mind, +5 Luck. Other fairies will recognize you have this perk.
- Summon Godmothers. Once a year, you can pay 1,000,000 MP to summon your five fairy godmothers. The use of this perk without a good reason will anger the elder fairies. They appear at most one hour after the activation (we need time to get ready!).
- Green Thumb (rare): Plants under your care have double growth and yield rates. They are twice as much resistance against damage, disease, and parasites.
- Infuse plants (rare): When you tend a growing medicinal plant, you can infuse it with your MP and SP to increase its potency.
Elf / Royalty:
- Elder Elven Kinship (ultra-rare): Regardless of your race, all Elves consider you a member of their race and kin to their elders.
- Royalty (very rare). You are a trueborn member of Royalty. Members of your race react more favorably to you. Members of other races, if aware of your status, can shift their reaction favorably (more likely) or worsen it (less likely). You learn Skills at a 10% faster rate.
- Elven Royalty (very rare): You are part of the elven royalty. You can perform exclusive rituals to reinforce the bonds between elves and the Nature. All elves' reactions shift one step in your favor. You gain one extra HP and MP per level.
- Elven Senses (uncommon) Your sense of sight is 10 times more accurate. Your sense of hearing is 5 times more accurate.
- Elven Grace (uncommon) Your furtivity, defensive, and movement Skills increase in biomes with sufficient vegetation.
- Royal Geas (ultra-rare). You can impose a geas upon an individual at a cost of 10x their Soul Attribute if they are your subject or ten times that for a foreigner. The target cannot violate the geas or they'll lose 100 x your Soul Attribute HP per second while you lose the base MP cost to impose the geas until they stop attempting to violate the geas, die, or you run out of SP. You can choose to not cause death at the time of imposing the geas and the target falls unconscius for 24 hours once they reaches 0 HP. The geas ends if you can't pay the upkeep to enforce the geass. You are aware of the violation attempt. You can dismiss the geas at any time or set a condition to be fulfilled.
- Improved Royal Geas (ultra-rare). Reduce the cost by half and increase the damage by 50%.
- Human Royalty (very rare): You are part of the human royalty. Your species perk acquisition rate is now one human perk every two levels. You gain one extra Human perk for every ten species levels. All humans' reactions shift one step in your favor. You gain two extra HP per level.
- Woodland Affinity (uncommon) perk. You are at home in a wooded environment. Natural predators ignore you unless you attack. Your furtivity Skills increase a rank while in a wooded environment.
Hero:
- Silvered Soul (very rare) perk. All your weapons and attacks are treated as silver. Your blood and hair are laced with silver.
- Summon Arms & Armor (very rare) You can summon nearby unattended weapons and armor to your person, equipping them in a few seconds. The range is 2 meters.
- Molding Armor (ultra rare) When you change shapes, your armor shifts to fit your new shape.
- Last Stand (ultra-rare) When you use this perk, select a number of opponents you can see. Increase all your Skills by one category against those enemies. You die when all those enemies are defeated or have fled the battlefield beyond your ability to chase. You also die if you willingly abandon the combat.
- Self-Sacrifice (ultra-rare) You can, at any time, sacrifice your life. Your HP, MP, SP and accumulated Exp can be used to empower one final act, be it an attack, Skill use, Perk use, or spell. You know before you do the sacrifice if your power is enough. Otherwise, you can opt to sacrifice non-curse traits to even the balance.
- Bear Burden (rare) You can designate one person as your protected ward. While that person is within Soul meters from you, any damage or debuff applied to that creature is transferred to you.
Ghost / Undead / Spirits:
- Incorporeal (physical, rare) trait. Your body is incorporeal. You are immune to attacks with normal weapons and magical attacks deal only their magical damage.
- Drain Longevity (very rare) perk. You feed on the longevity of the living. For every minute you touch a living sentient creature, you drain 1% of their lifespan and gain sustenance for as many months as they lost years.
- Wail of the Banshee (very rare) perk. You can scream as an attack, stunning targets in front of you.
- Blight Healing (rare) perk. Staying on blight heals you for 20% of the damage.
- Spread Blight (rare) perk. You spread the blight naturally in places where you stay for a long time. The speed of propagation depends on your MP pool.
- Solid Manipulation (rare) You can stay incorporeal and manipulate objects as if you were physical.
- Hidden Eyes (rare) When you are inside an object, you can spend MP to see up to 3 meters from the objects' surface.
- Phase (very rare) You can spend 100 MP per second to turn yourself incorporeal. Failure to pay the upkeep inside an object can be fatal.
- HIdden Ears (rare) When you are inside an object, you can spend MP to hear as well as if you were outside.
- Soulspeaker (very rare): You can speak with and understand spirits and the undead regardless of language.
- Diplomat from Beyond (very rare): Add half your Soul score to Charisma when interacting peacefully with spirits or the undead.
- Keening (rare) Your keening and lamentations inspire dread on the living, warning them of danger and making them wary of approaching. If they do try to enter the place where they heard your keening, they will be less likely to ignore the danger and will suffer combat penalties. Charisma-based, resisted by Willpower and Ego.
- Soulguide (ultra-rare): Infuse an incorporeal spirit of an undead creature with MP to purify its grudges. The spirit is incapacitated while the infusion is underway. Hostile action removes the effect of this: Once the spirit is purified, it will become friendly for 24 hours or until you dismiss it. Once that happens, it will move on.
- Spirit Pact (very rare): You can spend SP to make a contract between two willing parties. A living creature and a spirit. The spirit grants its power to the creature in exchange for sustenance and a 5% Exp tithe from the living.
- Spirit Caster (ultra-rare): You can lend SP to a contracted spirit to make it cast spells on your behalf.
- Soul Weapons (ultra-rare): Spend SP to wrap a weapon with ectoplasm. This weapon deals normal damage to ghosts and incorporeal undead.
- Cleanse Blight (very rare): Spend a massive amount of SP to temporarily cleanse blight. Should you affect the whole blight area, it won't return if the undead is not present.
- Blight Protection (very rare): Select any number of target creatures no further apart than Willpower meters from you. Whenever that creature would take damage from blight, spend SP equal to the blight damage taken to negate it. The protected person receives the benefit of Blight Delay.
Senses:
- Alertness (uncommon): Add your Mind and Wisdom Attributes to detect threats.
- Detect Monster (rare) : You can sense them in a range of 20 x Mind meters.
- Detect Assassin Contract (very rare): You can sense them in a range of 20 x Mind meters.
- Detect Favored Enemy (rare): You can sense them in a range of 20 x Mind meters.
- Detect Spirit (rare): You can sense them in a range of 20 x Mind meters.
- Detect Living Sentients (very rare): You can sense them in a range of 20 x Mind meters.
- Tremorsense (rare) : You can sense vibrations across solid matter around you and pinpoint the sources of these vibrations at a distance of 20 x Mind meters.
- 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
- Soul Sight (ultra-rare): You can perceive souls and spiritual energy in a range of twenty meters. This ability is blocked by physical obstructions.
- Skin Sight (very rare): You can perceive objects and creatures around you without light at a range of one meter. You have a rudimentary notion of texture and color. This ability is blocked by physical obstructions, including clothing and equipment.
- 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.
- Detect Soul (very rare): Add half your Soul score to Mind to perceive hidden creatures or souls.
- Echolocation (very rare): You can determine the shape and position of tangible creatures and objects through emission and capture of ultrasonic sounds. Requires the ability to vocalize and listen to sounds.
- Soul Sight (ultra-rare): You can perceive souls and spiritual energy in a range of twenty meters. This ability is blocked by physical obstructions.
- Skin Sight (very rare): You can perceive objects and creatures around you without light at a range of one meter. You have a rudimentary notion of texture and color. This ability is blocked by physical obstructions, including clothing and equipment.
Status / Skills:
- Status Forgery (very rare) You can display any Class and Level you desire, up to Charisma levels above yours. This perk can be toggled on and off at will.
- Blessed Luck (very rare) - Curses are harder to land on you and much easier to remove.
- Hard Worker (uncommon) - Professional Skills are 15% easier to train.
- Moon Guidance (very rare) Whenever one of the moons shines in the sky, you gain a small bonus to all Skills' effects. The moons' effects on you are never detrimental.
- 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.
- Great Longevity (ultra-rare): Increase your natural lifespan and reduce rate of aging past your race's age of maturity by a factor of ten.
- Improved Extract Materials (uncommon). Monster parts you harvest from monsters you killed have better properties and potency.
- Eat Anything (ultra rare). Your body can process and draw nourishment from almost any source.
- Combine Skills (unique) You gained the ability to group your Skills and Perks by category. You can sacrifice 10 Skills to gain one Skill of a greater rarity that will overlap the majority of the sacrificed Skills as possible. The level of the new Skill is determined by an amount of Skill Points equal to half the Skill points of the ten Skills combined plus half of whatever unspent Skill Points you have. Sometimes, a perk can be offered instead.
- Prodigy: You are the youngest of your species ever inducted in the System. Skill growth increased by 10%.
- Pioneer: You are the first of your species to be inducted to the System. Skill growth increased by 10%.
- Monstrous Gourmet (very rare): You can eat the flesh of monsters to attempt to gain one of their powers with a low chance. Based on Luck.
- Deep Sustenance (very rare): You thrive on the magic energy of the depths. The deeper you go, the less food, water, and sleep you need, and the slower you age.
Communication / Social:
- Silent Voice (very rare): You can send messages without sound to any creature which shares a language with you at a range of twenty meters. This ability is blocked by physical obstructions. The creature must use its own means to answer.
- Harmless-Looking (uncommon) - People are one step less suspicious and hostile to you, up to an above-average reaction.
- Melodius Voice (uncommon). Your voice is never off-tune. Add your Endurance to Charisma for all Charisma effects that depend on speech or song.
- Linguist [Sign Language] (rare): You learn sign languages 20% faster.
- Song of Peace (rare): You learned how to weave the Concept of peace into your songs. Creatures that hear you sing are less propensity to violent acts unless they are currently being attacked. Affected people know they are being affected and do not lower their guard. Based on Charisma, resisted by Charisma
- Gift of Tongues (ultra-rare) You can talk, listen, read, and write all languages with perfect fluency after hearing or reading five words. You cannot gain language Skills.
- Divine Negotiator. 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.
- Quality Crafting (rare): When making an item you've made one hundred or more of, Increase the chances of higher quality.
- Silent Voice (very rare): You can send messages without sound to any creature which shares a language with you at a range of twenty meters. This ability is blocked by physical obstructions. The creature must use its own means to answer.
- Lucky Wanderer (very rare) - when you are unsure of where is your destination, you have a good chance (modified by Luck) of finding yourself where you were meant to be after spending double the time wandering around.
Offense:
- Vorpal Teeth: Your critical hits using Bite can sever limbs or necks.
- Mana Strike (very rare). You can imbue your weapons with mana, bypassing some of the enemy resistances and dealing extra magical damage.
- Bleeding Strike (rare). Your Cutting and Piercing attacks ignore part of the target's armor to check for bleeding wounds.
- Hemorrhage Strike (very rare). Bleeding wounds you inflict deal triple damage and last 50% longer.
- 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.
- Improved Critical [Bite] (rare) :The critical strike range of your bite attacks is doubled.
- Improved Natural Attack [Bite] (uncommon): You gain a bonus to hit and damage with bite attacks.
- Natural Attack Specialization [Bite] (rare): Your bite attacks deal half as much damage and increase the critical range by 1.
- 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.
- Death Blow (rare). Spend MP to gain. damage multiplier when striking an enemy unaware of you.
- Stunning Ambush (rare). Unaware enemies struck by your melee attacks suffer an extra stun debuff.
- Maim [Claws] (rare): When scoring a critical hit with your claws, the target loses control of a limb for 1 minute.
Evasion:
- Nimble Dodge (very rare): When fighting creatures bigger than you, you gain bonus movement speed and a dodge bonus for every difference in size.
- Harried Dodge (rare): When facing. or more opponents in melee, attacks that you dodge have. risk of striking one of your enemies.
- 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.
- Erase Presence (uncommon). Whenever you use. furtive skill out of combat, that Skill is 50% more efficient. Modified by Luck.
- Faerie Invisibility (very rare): You can spend MP to turn invisible. Other faeries can still see you normally. Attacking breaks the invisibility. This is an illusion effect.
- Unbound Hero (ultra-rare) Effects that incapacitate or restrain you last 67% less.
- 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.
- Fade unto Darkness (very rare): As the level of illumination lowers, it becomes progressively harder to notice your presence.
- Lucky Evasion (ultra-rare): When you are targeted by a hostile attack or spell, the difference between Luck scores are applied as either a bonus or a penalty to the attacker.
Resistances:
- Disease Immunity: You are completely immune to disease and parasites.
- Poison Immunity: You are completely immune to poison and venom.
- Reinforced Veins (very rare). Reduce bleeding effects and duration by 50%.
- Tranquil Mind (rare): You are immune to Rage effects.
- Corrosion Resistance II (very rare) Corrosive agents deal 75% less damage.
- Cold Resistance I (rare): Reduce damage from cold by 50%.
- Phase Defense (very rare): Attacks and spells that can hurt you have a 20% chance of passing through you without causing harm. This perk only works if you are incorporeal.
- Mana Shield (rare): 25% of the magic damage you take (after all modifiers) is subtracted from MP.
- Hardened Mana Shield (very rare): Your mana shield absorbs all kinds of damage.
- Corrupted Blood Resistance III (very rare). Damage taken by Corrupted Blood is lowered by 87.5%.
- Affinity Resistance (very rare) You resist 25% of the damage from magic to which you have an affinity. For non-damaging harmful effects, they end 25% earlier.
- Critical Resistance (very rare) When you suffer a critical strike, you have a 25% chance to avoid it. Modified by Luck.
- Lightning Resistance V (ultra-rare). Reduce all lightning damage suffered and the duration of lightning-related debuffs by 96,9%.
- Fire Resistance V (very rare). Reduce all fire damage suffered and the duration of fire-related debuffs by 96,9%.
- Magic Resistance (rare): Magical attacks deal 25% less damage to you. Undesirable Magical effects are 25% easier to resist.
- Prismatic Skin (ultra-rare): Your skin absorbs 10% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
- Improved Prismatic Skin (ultra-rare): Your skin absorbs 15% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
- 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.
- Temperature Tolerance (rare). Increase the range of acceptable temperatures by Endurance degrees Celsius. Decrease damage from exposure to either hot or cold temperatures (but not fire or ice damage) by half.
- Eldritch Body (very rare): When you reach zero HP, this perk activates. All HP damage is soaked by your MP. Damage to your MP when you are at zero HP is halved. The perk deactivates when your HP reaches half your maximum plus one.
- Slippery Body & MInd (very rare): Effects that restrict, bind, or control your body and/or mind have their effectiveness and/or duration reduced by 50% and are 50% easier to escape.
Movement & Stealth
- Very Fast (unique): Double all movement rates.
- Absolute Clinging: You can cling to any surface without damaging it, including force constructs.
- Climb Giants (rare): While riding an enemy larger than you, you gain a bonus to attack and defense against that creature.
- Drop from the Saddle (rare): You gain bonus evasion while riding a creature. Attacks that miss you hit your mount.
- Unwilling Ride (rare): Hostile creatures you ride have a penalty to attack or dislodge you.
- Improved Burrowing (rare). Double your burrowing speed.
- Tree Stride (very rare) You can spend MP to enter a tree if the trunk is thick and tall enough to fit your form. You can see and hear around the tree normally. You can exit at any time from the same tree or pay MP to exit from another tree at a range of Magic x 100 meters.
- Less Debris (very rare). When digging, you generate 50% less debris.
- Sure-footed (uncommon) - You almost never trip on debris or uneven ground.
- Crowd Surfer (rare) - When moving through a crowded area, you do not lose speed. You are also less likely to be attacked and it is easier to shake a tail.
- Lucky Wanderer (very rare) - when you are unsure of where is your destination, you have a good chance (modified by Luck) of finding yourself where you were meant to be after spending double the time wandering around.
- Improved Tree Stride (very rare): Increase the distance and precision of your tree strides by 50%.
- Shadow Warp (very rare): When under the cover of shadows, you can instantly move into another shadow that fits your body in a range of Magic x10 meters.
- Rockwalker (very rare): You can move at half speed through rocks. If you collide with stationary rocks, you sink instead of crashing.
- Force Phasing (ultra-rare): When incorporeal, you can pass through force constructs at a hundredth of your normal speed.
- Fade unto Darkness (very rare): As the level of illumination lowers, it becomes progressively harder to notice your presence.
Exp:
- Fast-Learner: Your Exp gains are multiplied by 10,000.
- Favored Enemy Exp Boost. (very rare). Experience from favored enemies is increased by 657%.
- Monster Exp Boost V (uncommon). Increase Exp gains from monsters by 205%.
- EXP Boost V. (uncommon). Gain 205% more Experience.
- Death Contract V. (rare). Gain 657% more Experience from targets marked for assassination.
- Equal Exp split (rare): Select several willing friendly targets no bigger than half your Charisma Attribute. Exp from all kills any of you score are split evenly between you and all targets so long they are engaged in the fight. Each target uses their own set of multipliers.
Favored Enemy:
- Favored Enemy (uncommon): Treat all your combat Skills as one rank above when fighting against a favored enemy. Types Selected: [Humans], [dragons], [Abominations], [Orcs], [undead], [Demons], [Demigod]
- Improved Critical [monster] (rare): Your critical chance against monsters is increased.
- Unerring Strike [Monster] (uncommon): Your attacks against monsters are harder to avoid or defend.
- 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.
- Dragon Slayer V (ultra-rare): You deal 600% more damage to dragons and receive 75% less damage from them. You ignore 60% of a dragon's defenses.
- Favored Enemy Critical Chance (very rare). Increase your critical hit chance against favored enemies.
- Favored Defense (ultra-rare) All damage from favored enemies is reduced by 25%.
Magic:
- House Magic Affinity (uncommon): You can use House Magic spells with greater effect and reduced cost.
- Natural Spellcaster (very rare): You need only your concentration and MP to cast spells to which you have an affinity:
- Force Magic Affinity (rare) You have an affinity with Force magic.
- Elemental Magic Affinity (ultra-rare) You have an affinity with all the eight basic elements. Fire, Water, Ice, Wind, Earth, Lightning, Light, and Darkness.
- Nature Magic Affinity (rare) Your spells that affect plants and animals at a reduced cost and with more efficiency.
- Bardic Magic Affinity (rare) You have a natural affinity for bardic magic. Double the rate of learning for the Skill and halves the cost of bardic spells.
- Moon Magic (very rare) All magic is 20% stronger and 10% cheaper for each moon in the sky. If the moon is full, the bonus shift to 25% and 15% respectively.
- Overcharge Magic (very rare). You can spend extra MP to multiply a spells' damage, effect, or area (pick one at the time of casting).
- Crystallize Spell (very rare): Sacrifice a magic core of sufficient size as part of the casting of a spell. The core will sustain the spell as long as its energy allows.
- Improved Mana Siphon (ultra rare): You draw in residual energy from spells cast by others (never your own) in your Wellspring radius.
- Intuitive Retroanalysis (very rare): By absorbing a spell's energy, you have a chance to learn how to cast it.
- Manaborne Reservoir (very rare): You can accumulate MP above your normal maximum. Your MP generation is divided by two once you go above the maximum. This divisor increases by 1 for every 25% above the maximum you reach.
- Magic Gourmet (ultra-rare): Apply the Magic Eater modifier right after all the multipliers. Absorb 2% of the damage prevented by Magic Eater as MP.
- Warding Affinity (very rare): Your stationary non-offensive spells strength and duration increase by 50%.
- Force Wall Mastery (very rare): You can now shape your force constructs and they are harder to dispel.
- Countermalediction (very rare): You understand how to unravel curses and can design spells and rituals to fight against a specific curse.
- Ritual Magic Affinity (very rare): Your rituals are stronger and less prone to failure.
- Healing Magic Affinity (rare): You heal for 50% more and can cure a broader range of maladies.
- Familiar Spellcasting (rare): You can cast spells originating from your familiar's location.
- Familiar Defense (very rare): While your familiar is within Magic meters from you, it takes 30% less damage.
- Familiar Shielding (very rare): While your familiar is within Magic meters from you, 50% of the damage it takes is subtracted from your MP pool.
- Share MP (rare): You and your familiar can share MP as long the donor is willing and has more than 20% of its maximum.
Mana Wellspring:
- Fixed Wellspring (very rare): You can now set your Wellspring in a stationary place and move anywhere in its area.
- Eye of the Manastorm (ultra-rare): You can designate a spot at the center with a radius no bigger than half your Soul score where your Manastorm is an ordinary Wellspring for friendly creatures.
- Regenerating Wellspring (ultra-rare): The eye of your Manastorm heals friendly creatures over time.
- Shelter in the Eye of the Storm V (ultra-rare): Friendly creatures in the eye enjoy 97% damage reduction while they don't take a hostile action. The protection is canceled only for the individual that attacks.
- Cleansing Manastorm (ultra-rare): Your Manastorm Wellspring automatically cleanses Blight and corruption over time.
- Deathbane Manastorm (ultra-rare): Undead receive no extra MP regeneration from your Manastorm Wellspring. It deals arcane damage equal to double the MP regenerated by the undead to their HP even if they are immune to MP drain.
- Manastorm Wellspring (ultra-rare): Your wellspring can turn into a source chaotic magic that burns selected enemies as they regenerate MP. You deal arcane damage equal to the MP regenerated.
- Fierce Manstorm (ultra-rare): Your Manastorm Wellspring deals arcane damage to both the HP and MP pools of the targets equal to 5 * the MP regenerated.
- True Manstorm (ultra-rare): Your Manastorm Wellspring deals arcane HP and MP damage equal to your Magic Attribute * the MP regenerated.
- Widened Wellspring (ultra-rare): Your Mana Wellspring range is increased to between 4 and 5 times your Soul Attribute in meters. The boundaries fluctuate. The regeneration bonus to 100%. It now affects you.
- Hidden Wellspring (ultra-rare): Your Mana Wellspring is not noticeable unless one monitors their MP regeneration closely without a full MP pool.
- Selective Wellspring (unique): Your Mana Wellspring only works on unauthorized targets if their MP pool is at its maximum. In this case, it only works at a quarter of the normal efficiency.
- Mana Wellspring (very rare): Increase the MP regeneration of all creatures (except you) in Soul meters around you by 50%.
- Improved Mana Wellspring (ultra-rare): Increase the MP regeneration of all creatures (except you) in Soul meters around you by 100%.
- Extended Mana Welspring (ultra-rare): Double the range of your Mana Welspring.
- Mana Siphon (ultra-rare): You harmlessly siphon the excess MP of creatures affected by your Mana Wellspring that are at their maximum MP.
Healing:
- Last Chance (ultra-rare): Target a recently deceased creature. Spend SP equal to twice the maximum HP of the creature. That creature stays alive for 5 minutes minus the time since it died. This does not work if the soul is unavailable or if the body is either obliterated or grievously wounded beyond any chance of recovery. A target can only be affected by this perk once every twelve years.
- Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 5:1.
- Improved Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 3:1.
- Heal the Other Side (very rare) Your healing can affect those on the other side of the death veil.
- Extreme Metabolic Efficiency (ultra-rare): Your need for air, food, water, and sleep is reduced by 96%.
- Fire Healing (ultra-rare): 10% of all fire damage before reductions heal you.
- Corrosion Healing (ultra-rare): 10% of all corrosion damage before reductions heal you.
- Healing Waters (very rare): You can use water magic to heal living creatures.
Shapeshifting:
- Moonbound [Black Jaguar] (ultra rare). You can transform into a were-jaguar hybrid form or a jaguar.
- Partial Transformation (very rare). You can shift parts of your body while keeping the rest the same.
- Beast Regeneration (rare). When in your beast or hybrid forms, you recover from any wound not inflicted by a source you are vulnerable to.
- Strengthened Animal Shapes III (rare): When you transform into an animalistic form, Increase your physical Attributes by 12.
- Medium Animal Shapes (very rare): You can transform into medium animals as well as the smaller ones.
- Dire Animal Shapes (very rare): You can shift into a stronger feral form of an animal as well as the normal version.
- Tiny Animal Shapes (rare): You can transform into very tiny animals as well as the other sizes you normally can.
- Speaking Animal Shapes (very rare): You can speak any language you know while transformed into an animal.
- Boggart Transformation (very rare): You can spend MP to transform into a boggart, a mischievous incorporeal spirit that can manipulate crafted objects at a distance.
- Small Animal Shapes (very rare): You can transform into small animals as well as the smaller ones.
- Fairy Animal Shapes (rare): You can spend MP to shapeshift into small harmless animals. You do not transform back if you die in animal form. Mortal magic cannot see you for what you are. Other fairies recognize you as one of them.
- Past Life Shapes. You can take the shape your past lives had right before they died. (SYSTEM: Restricted to type III and IV humanoids). Your Attributes do not change but you gain all the physical abilities of the form you took.
- Chimeric Transformation (ultra-rare): You can mix parts of several forms with great control.
- Large Animal Shapes (very rare): You can transform into large animals as well as other sizes.
Attributes and Resources:
- Pinnacle of Luck (ultra-rare) You reached the mortal maximum for the Luck Attribute. Whenever faced with a completely random choice, you have twice the odds of choosing the best outcome. The odds of receiving a critical hit are halved unless you are immobile. When you find a treasure or harvest a resource, there's a small chance it will be better than what it should be.
- Pinnacle of Ego (unique) Your sense of self is absolute. You are immune to any effect that manipulates your memory or takes over your control over your own mind, body, and soul. As the first to earn this achievement, you gain a 50% bonus to your HP, MP, and SP.
- Pinnacle of Soul (ultra-rare): You reached the mortal maximum for the Soul Attribute. You are immune to Blight. You are immune to possession. You can get as low as 100 * Endurance negative HP before you die.
- Pinnacle of Magic (very rare) Your magical power is at the limit for a mortal. All MP costs are halved. No external effects can damage or drain your MP. When your HP reached zero, all damage you receive comes from your MP pool.
- SP Substitution (very rare). You can spend SP instead of MP to power any ability that requires SP.
- Head Start II (very rare) You gain 36 points of HP, MP, and SP.
- Extra MP II (rare) You gain 2 MP per level.
- Strengthened Health (rare). Add Half your Strength to Endurance to determine HP.
- Limber Health (rare). Add Half your Dexterity to Endurance to determine HP.
- Willful Health (rare). Add Half your Willpower to Endurance to determine HP.
- Spiritual Health (ultra-rare): Add Half your Soul to Endurance to determine HP.
- Indomitable (rare). Double the negative HP threashold for dying.
- Mystic Soul (very rare): Add half your Soul Attribute to Magic to determine your MP pool.
- Magical Psyche (very rare): Add half your Ego Attribute to Magic to determine your MP pool.
- Extra SP II (very rare): You gain 2 more base SP per level.
- Extra Skill Point III (very rare) You gain 3 extra Skill Points per level.
- Surpasser II (ultra-rare) All your Attribute maximums are increased by 20.
- 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.
- Draconic Constitution (ultra-rare): Increase the Attribute modifiers for your HP calculation by 50%.
- Consolidated Psyche (very rare): Add half your Ego score to Endurance to determine HP
- Magical Soul (very rare): Add half your Magic score to Soul to determine SP
- Enchanted Health (rare): Add half your Magic score to Endurance to determine HP
- Breathe Rocks (very rare): You can extract what you need to breathe from nearby rocks. You do not suffocate while buried in rocks or in any environment without breathable fluids if there's enough rock available.
- Drain Magic Core (very rare): You can use a magic core to replenish your MP. Each level in the core recovers 2% of your maximum MP.
Special:
- Divinity Absorption: Any use of divine power targeted at you or the area you occupy is nullified.
- Hero (unique) perk. All Skill growth increased by 20%.
- 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.
- 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-kin Matriarch. Were-creatures are compelled to obey you. Your combat Skills raise a rank when fighting against or with were-creatures. Those you personally convert are stronger, smarter, and gain a loyalty boost. You gain a tithe from the Exp gains of were-creatures 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 a distance up to Willpower meters away from you. The MP cost varies depending on the mass and bulk of the object stored.
- Instant Storage (ultra-rare): Resources you harvest are immediately sent to your Item Box, including the bodies of your enemies.
- Summon Messenger Bird (very rare): You can use a written message to summon a bird. The bird will fly to a location or search for a person you know in a region you believe they can be found. Once the target is reached, the bird will disappear, leaving the message behind. Small harmless items weighing no more than ten grams can be sent with the message but otherwise, it can only be composed of normal materials used in letters.
- Sense Divinity (rare): You can sense the presence of divine energies and entities that are not hidden in a range of 20 meters.
- Suppress Curse (rare): Once per day, you can ignore one of your curses for 1 hour.
- Sheltered Rebirth: No outside force or agent can interfere, delay, hasten, select, or divine the conditions of your rebirth beyond what is implied in your traits. The conditions of your birth are improved by your Luck score.
Curses:
- 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.
- Random speciation (rare): Your birth race is determined at random.
- Random disability (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 III (very rare): You cannot raise Skills above Apprentice ranks (rank 24).
- 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.
- Unspeakable Curses (uncommon): You cannot speak about your curses through any means. All attempts will be interpreted as gibberish by others.
- Cold Iron Vulnerability (uncommon): You take 200% normal damage from attacks made of cold iron.
- Forced Shift [moonbound] (rare). During a night of the full moon, you must pass. hard Willpower test or be forced to take your moon-bound form.