Epilogue II
“The Ghost does it again, and once again proves to be more effective at thwarting Legrand politics than the entire Maltese military might, shish, that is a mouthful.” The announcer begins, “that’s right today we saw yet another mad caper pulled off by Cassiopeia Spiritlight, where she and her Simulacrum made an estimated two thousand hops between the holding vaults at that gambling casino and the Mage Guild Master’s office. There they put in close to nine hundred cubic feet of stolen merchandise. This is the most that anyone has stolen from any services and gotten away with. Normally such actions would be slammed against, first we are all aware that Cassiopeia is still bound by her Broke flaw, but the way she got around it is both ingenious and causing the developers to scramble to find a future work around.”
There is a dramatic pause, as the speaker stops, then stares at the camera trying to drive up tension. “What she did, was she marked all the gold as trash, and then assigned a guild wide repeating quest to remove one pound of trash from the Guild Hall to receive a total of ten experience points. We have been tracking her movements and see that she has been gaining on average 1,000 total experience points split between her two classes per jump, meaning that she is dumping on average 5,000 coins per jump, or just about 100 pounds of gold.”
“Now you might be wondering, how much gold was reported as being lost, well ten million. Which equates to the 434 cubic feet of space that Cass spoke about, as Tobias to the Duchess. Each cubic foot accounts for 23,040 coins, or roughly 4.6 trips at Cass’s current rate. Meaning just her getting rid of said gold coins will make it so she can earn close to a million experience points from repeatable guild quests by just getting rid of these gold coins.”
“Of course, we don’t expect this to last. The game has already put in safeguards to slow down Cass’s rate of growth by putting in a one hour cooldown timer for taking the experience potions. Secondly, there is now a new parameter being implemented to destroy all items marked as trash that are left unattended in the wilderness. Meaning that unless someone finds that gold soon, it will all go to waste. As you might have guessed, some people are desperately searching for the dump site, but have been unable to find the location. There is word that someone from the Midnight Hunter’s Guild might have been tipped off as to the location, as the Midnight Hunter’s Guild have been seen making a lot of movement around the entrance to the Arcanarus Tower, all but fortifying their entry point and going so far as to deny any entry. Even people with life threatening illnesses have been turned away for lack of wanting to distract Cass and her Simulacrum from their current tasks.”
“That’s right, ten million gold and experience stolen, and all of it could very well disappear soon.”
Name: (Cassie Cruise) Cassiopeia Spiritlight Age: 13 Race (Arcanist Elf): Emerald Eyed Royal Arcanist Elf (Progenitor) Primary Class: Void Healer (Unique) Secondary Class Simulacrum Master (Unique) level: 38/ 27
Race (Bonus Per Level): +1 Appearance, +1 Intelligence, and +1 Willpower Void Healer: +1 Dexterity, +1 Willpower, +1 Intelligence, +1 Perception, +1 to either Sociability or Personality (personal choice), every level. Simulacrum Master +1 Personality, +1 Sociability, +1 Perception, +1 Willpower
Physical Base Bonus Social Base Bonus Mental Base Bonus Strength 53 17 Personality 77 53 Perception 117 50 Dexterity 83 40 Sociability 72 54 Intelligence 119 66 Endurance 78 17 Attractiveness 61 70 Willpower 102 141
Titles Gained Bonuses Early Awakening, Early Class Both Titles were combined to increase Spirit Tier mastery from starting maximum of Tier VII to Tier VIII Surname: Spiritlight Gain an automatic 10% boost in all social interactions with spirits. Spirits start off as neutral. Love Guru Truly one worth emulating, when it comes to the art of love and its best practices. +5 Appearance, +10 Personality, +10 Sociability, +7% Luck, +20% Bonus to Avoiding Conflict, +25% chance to help others find a soul mate, +30% Chance to Seduction based skills and attempts. Arcanarus University Graduate One of the most promising graduates of Arcanarus University. Effects: +10 Perception, Intelligence, and Willpower. Along with a +100% Skill Efficacy to Spirt-Magic Spell Creation, and Energy Resonance Alteration.
Skills Mastered Alertness: (Perception) Magical Awareness: (Perception and Intelligence) Daggers (Dexterity) Athletics (Strength, Dexterity, and Endurance) Teleportation (Personal): (Perception, Intelligence, and Willpower) Telekinesis (Intelligence and Willpower) Multitasking (Intelligence and Willpower) Dual Casting (Perception, Intelligence, and Willpower) Dual Wielding (Dexterity, Endurance, Perception, Intelligence and Willpower) Analyze (Perception and Intelligence) Second Wind (Endurance and Willpower) Weightlifting (Strength and Endurance) Juggling (Dexterity, Personality, and Perception) Calisthenics (Strength, Dexterity, and Endurance) Mental Resistance (Willpower) Free Falling (Dexterity) Applied Physics (Intelligence) Trap Detection (Perception and Intelligence) Disarm trap (Dexterity, Perception, and Intelligence) Blind Eidetic Speed Reading (Dexterity, Personality, Sociability, Perception, Intelligence, Willpower) Climbing (Strength and Endurance) Deductive Reasoning (Perception and Intelligence) Courtly Etiquette (Personality, Sociability, and Attractiveness) Mechanical Engineering (Perception and Intelligence) Arcane Understanding (Perception, Intelligence, and Willpower) Medical Healing (Perception and Intelligence) Focus (Perception, Intelligence, Willpower) Latens Manifesta (Dexterity, Perception, Personality, Sociability, Intelligence) Survival (Strength, Dexterity, Endurance, Intelligence, Willpower) Polyglot (Sociability, Personality, Appearance, Perception, Intelligence) Nature Resistance (Endurance) Stealth (Dexterity, Endurance, Perception, Intelligence, Willpower camouflage (Dexterity, Endurance, Perception, Intelligence) Obfuscation (Dexterity, Endurance, Perception, Intelligence, Willpower) Running (Strength, Dexterity, Endurance, and Willpower Tumbling (Dexterity, Endurance) Acrobatics (Strength, Dexterity, Endurance, Willpower) Herbalism (Dexterity, Perception, Intelligence) Magic Script (Dexterity, Perception, Intelligence, and Willpower) Engineering (Dexterity, Perception, Intelligence) Magical Forensics (Perception, Intelligence, Willpower) Forging (Dexterity, Perception, Intelligence) Writing (Dexterity, Perception) Bathing (Personality, Sociability, and Appearance) Telepathy (Personality, Sociability, and Willpower) Swimming (Strength, Dexterity, Endurance) Internal Compass (Perception, Intelligence) Danger Sense (Perception, Intelligence, Willpower) Scentless Passage (Personality, Sociability, and Perception) Concealed Mana (Endurance, Intelligence, and Willpower) Mana Circulation (Strength, Endurance, Perception, and Willpower) Telepathy Shielding (Endurance, Intelligence, and Willpower) Intimidation (Strength, Personality, and Willpower) Narrator (Personality, Sociability, and Attractiveness) Acting (Dexterity, Personality, Sociability, Attractiveness, Perception, and Intelligence) Total Recall (Endurance, Intelligence, Willpower) Spell Theory (Perception, Intelligence, and Willpower) Spell Deconstruction (Perception, Intelligence, and Willpower) Insight (Perception and Intelligence) Emotional Insight (Personality, Sociability, and Perception) Gambling (Sociability, Personality, Attractive, Perception, Intelligence and Willpower) Alchemy (Dexterity, Endurance, Perception, Intelligence, and Willpower) Medicine (Perception, Intelligence) Magical theory (Intelligence) Spirit-Magic Spell Creation (Endurance, Sociability, Personality, Attractiveness, Perception, Intelligence, and Willpower) Anatomy (Perception and Intelligence) Biology (Perception and Intelligence) Chemistry (Perception and Intelligence) Energy Resonance Alteration (Endurance, Sociability, Personality, Perception, Intelligence, and Willpower) Leadership (Sociability, Personality, Appearance, Perception, Intelligence, and Willpower) Proper Diction (Personality, Sociability, and Attractiveness) Acupuncture (Dexterity, Perception, Intelligence, and Willpower) Diagnosis (Perception and Intelligence) Magical Energy Observation (Perception, Intelligence, and Willpower) Mimicry (Dexterity, Personality, Sociability, Perception, Intelligence, and Willpower) Seduction (Strength, Personality, Sociability, Attractiveness, Perception, Intelligence, and Willpower) Twin Consciousness (Personality, Sociability, Perception, Intelligence, and Willpower) Magical Duelist (Dexterity, Endurance, Perception, Intelligence, and Willpower Aura Guidance (Strength, Personality, Sociability, Attractiveness, Perception, Intelligence, and Willpower) Eidetic Speed Reading (Dexterity, Personality, Sociability, Attractiveness, Perception, Intelligence, and Willpower)
Incomplete Skills Rating Comedic Timing (Personality, Sociability, Attractiveness, Perception, Intelligence and Willpower) 55 Occult (Curses) (Perception, Intelligence, and Willpower) 20 Blood Magic Resistance (Endurance and Willpower) 10 Artist (Dexterity, Personality, Sociability, Attractiveness, and Perception) 8 Painting (Dexterity, Personality, Sociability, Attractiveness, and Perception) 6
Traits
Personal Traits: Personal Teleportation, Telekinesis, Telepathy Class Trait(s): Spiritual Doppelganger (11/100) Class Trait: Omni-Healing
Starting Point Tally: (157) Base 52 (50 years of work, followed by two legacy points for following your parents). Flaws: 0 Restarts (70) Child (7): You are 7 years old, all attributes start at 1 Second Class Citizen (7): Random race and faction based on starting location Broke (7): The sum of all your gear, equipment, and finances cannot equal or exceed 100 gold coins. Bad Starting Location (7): You will begin your new life in a location that will likely mean your death. Dark Horse (7): You can never gain a sponsorship. Orphan (7): This is automatically applied as both your parents have passed away. Blind (7) (Forced for free). You cannot see with your eyes. Unique Class Flaw (7): Void Touched Void Walker: You have been marked as the chosen advocate by the deepest denizens of the void. Your primary class will now and forever be Void Walker. Additionally, both denizens of the realm of the living and realm of the dead will know you are the one who can both teach others your class, while also conducting unique missions on behalf of both realms. Rivalry (3): You have one or more rivals who will make it a personal goal to take you down a notch, watch your back. Racial Flaw: Magical Beacon: You are easy to notice by sensitives and true practitioners of magic. Minus 20% to Stealth and Evasion type skills when being actively sought by a magical practitioner. Racial Flaw: Magical Eyes: Your eyes are the true gateway to your soul. With this flaw people can see what type of a monster you truly are. Current Status: Green (a True Healer). Racial Flaw: Children of a Magical Destiny: You and those of your lineage will be able to awaken, or enhance, the magical potential in those you meet (Maximum of Tier IX). Class Flaw (Simulacrum Master): Personally Focused (4): Your selfish nature has led you to be limited in the scope of what you can and cannot replicate with your simulacrums. With this flaw you can only copy your base form to be your simulacrum. Class Flaw (Simulacrum Master): One Death for All (3): You are so intertwined with your simulacrum that should the simulacrum die, you yourself will die as well. While you can dismiss your simulacrum at any time, you can only do so when your simulacrum is at full health.
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Merits: (157) Precocious (7): Learn Skills Twice as quickly. (Only available at character creation) Unbound (7): Attributes and Skill levels are not defined by level. (Only available at character creation) Magic Tier VII (Max Tier): Magic Potential (7). When you are old enough to awaken magical potential, your magic tier will be maximum. Currently assigned: None. (Only available at character creation) Regeneration (7): You heal at an exceptional rate. In time even the most grievous of injuries will heal. (Only available at character creation) Legendary Item (7): First Kill dagger. You have in your possession a legendary dagger meant to help you level quickly and gain your first kill bonus quickly. Can only be used once. Can only be used in first 24 hours upon entering server. (2) Two additional charges have been purchased for this item; additional charges are only good for first 24 hours. Note: after first 24 hours, or when charge(s) have been used, dagger will revert to being a normal dagger. (Only available at character creation) Trait: Personal Teleportation (50) (Only available at character creation) Trait: Extra (25) This opens up a second slot that can hold an additional Trait (Only available at character creation) Trait: Random (20)- (Telekinesis) (Only available at character creation) Angel's Sight (5/5) (25): A mysterious blessing that allows the user to see the world in a 360-degree view. Allows user to see through illusions, can see magical enchantments and effects all around the individual. Instantly able to identify monsters, even those hidden via stealth or supernatural means. Range of sight equal rating times Perception. Requirements: user must take the flaw Blind. (Only available at character creation) Unique Class Merits: Death Shroud (3): Wielder of this merit has a tempered body that is immune to the piercing soul damage of the ethereal realms. Wielder can travel to either realm and bring up to two chosen people to follow them into the opposing realm. Unique Class Merit (4): Spirit Familiar: You have formed a deep spiritual bond with one of the blessed children of the spirit world. Your familiar will be both a guide and advocate to help you navigate your way through the realm of spirits. Ally (3): You have made an ally with someone who is considered to be three times more powerful and influential than you. Work with this relationship to make it grow and flourish. for efficacy, mana usage, impact, and focus). Racial Merit: Magic School Proficiency: All schools of magic increased by two Tiers (maximum of Tier IX). (Upgradable). Racial Merit: Magic Proficiency: All skills related to the use of magic are increased by 10% potency, range, and efficacy. (Upgradable). Racial Merit: Magic Trait Proficiency: All magic based Traits are further increased by 10% potency, range, and efficacy. (Upgradable). Class Merit (Simulacrum Master): Exact Perfect Replica (7): You can create one exact perfect replica of yourself that shares your attributes, abilities, skills, and energy pools. This replica will be a perfect copy of your base form down to the most minor of details, and will be indistinguishable from yourself by most mundane methods of detection. This replica will be able to cast and use all spells and traits that you can, and any experience gained by the simulacrum will go to you, as if you earned it yourself.
Class Spells
Planar Shift (Level 1) (A): Allows user to create a path connecting the realm of the living to the spirit world. Spirit Mana Control (P): This spell allows you to control and manipulate the strings of spirit mana. Even allowing the wielder to convert their own personal mana into spirit mana. Reserve: 10 % of Maximum Mana. Spirit Sustenance (P): This is a spell that allows the caster to continually feed passively on ambient spirit mana around them. Must have direct access to spirit mana to benefit from the effects of this spell. Reserve: 10% of Maximum mana. Spirit Sight (P): This spell allows you to pierce the veil separating the mortal and spirit realms. This spell will allow you to see through the veil regardless of which side you are the caster. Reserve: 2 % of Maximum Mana. Spirit Mana Potency (P): This spell allows the caster to increase the potency of their Spirit Mana by 25% at a detriment to all other forms of mana within the body. Spirit Energy Circulation (A): The first step towards becoming a healer of Spirit Magic. You have learned to infuse your spirit energy into the blood of another being, allowing you to circulate the blood of that person. Warning: This is a spell that can be used for healing or attack. Using this spell as a means of attack will forever mark your spirit as a Karmic Betrayer. Spirit Blight Purification (C): A spell designed by Cassiopeia Spiritlight to purge Spirit Blight within entities. Resurrection (C): A tier IX spell created by Cassiopeia Spiritlight, used to bring a spirit back from the dead. New Spell Created: Spirit-Magic Channel Bypass (C): This is a spell made by Cassiopeia Spiritlight to be a means to bypass standard spell inhibitors. Reserve: 10%. New Spell Created: Spirit-Attribute Channel Bypass (C): This is a spell made by Cassiopeia Spiritlight to be a means to bypass standard Attribute inhibitors. Reserve: 10%. New Spell Created: Spirit-Skill Channel Bypass (C): This is a spell made by Cassiopeia Spiritlight to be a means to bypass standard Skill inhibitors. Reserve: 10%. New Spell: Curse Removal [Tier IX] (C): This spell created by Cassiopeia Spiritlight can remove any curse that is Tier VIII or lower. For tier IX curses, a contested battle of wills will need to be conducted to determine a victor.
Custom Simulacrum (C): Create a near perfect replica of one target of your choosing. Amount of maximum mana required to maintain: variable (minimum of 1% for continual maintenance, maximum used based on needs of simulacrum).
Note: This spell has been modified, so that it can only copy you, and your simulacrum is for all intents and purposes an extension of yourself that has access to your same resource pools and abilities. (only spell available).
Dispel-Dispel: You have found a way to dispel a dispel cast at you and your spells and Traits.
New Spell Created: Spiritual Awakening [Tier IX] (C): This spell created by Cassiopeia Spiritlight can temporarily awaken the senses of the targeted individual, leading to an increased growth in Skills, Spells, and other means of Learning. Current rate 10% increase for 24 hours.
*Spell Restriction: This spell must be cast on two people simultaneously, who are both willing participants.
**Warning: May cause unusual emotional side effects.
New Spell Created: Modified Spiritual Awakening [Tier IX] (C): This spell created by Tobias Spiritlight can temporarily awaken the senses of a targeted individual, leading to an increased growth in Skills, Spells, and other means of Learning. Current rate 15% increase for 24 hours.
*Warning: May cause unusual emotional side effects.
Level 5 Class Evolution (Spell or Perk)
Void Healer:
Class Perk Unlocked: Skill Infusion: All skills will be infused by the Void Walker essence, allowing the wielder to receive a 7% bonus to their skill’s base level in the mortal realm, and a 15% bonus while in the spirit realm.
Simulacrum Master
Class Perk Unlocked: Simulacrum Schemes: You have been blessed with the creation of a Simulacrum that is not just like you, but is part of you. As such you can rest assured that every plan they create will work to benefit the both of you. Effect: +50% to Strategy, +50% to Tactics, +50% to Schemes, +50% to Plans.
Level 10 Class Evolution (Spell , Perk, or Skill)
Void Healer
Class Skill Perk Unlocked: Spirit-Magic Spell Creation: With this skill you can create spirit-based magic spells, so long as your Magical Theory and Spell Theory are adequate to generate the spell you wish to make. Skill Spirit-Magic Spell Creation is an Endurance, Personality, Sociability, Appearance, Perception, Intelligence, and Willpower based skill.
Simulacrum Master
New Class Skill Gained: Eidetic Speed Reading has reached level 1. Class Skill Eidetic Speed Reading is a Dexterity, Personality, Sociability, Attractiveness, Perception, Intelligence, and Willpower based skill.
Level 25 Class Evolution (Spell, Perk, Skill, or Trait)
Void Healer
Omni-Healing: Heal any living creature with comparable magical energy.
Simulacrum Master
Positional Switch: You and your Simulacrum have become so intertwined that by just willing it, you can switch geolocational positions with your doppelganger regardless of where you two are in the world in relationship to each other.
Soulbound Items
Engineering Guild Goggles "EGGs": (+1 Perception, +1 Focus) Standard Wizard Adept Gear "SWAG" (Cloak): (+1 Intelligence, +1 Arcane Understanding, +1 Latens Manifest) Silver Level Adventurer’s Card (Necklace): (+1 Strength, +1 Survival, +1 Polyglot) Apothecary Generic Equipment (Gloves): (+1 Dexterity, +1 Medical Healing) Basic Thieves Mask (+ 1 Nature Resistance, +1 Stealth) Spirit Line Ticket: (A permanent first class ticket for you and a friend, 1000 Gold retainer for gambling) VIP Membership Card to Lucky’s Card Hall Midnight Hunter's Guild Recruitment Card Arcanarus University Diploma: +100% Skill Efficacy to Spell Theory and Magical Theory.
New Feat Recorded: First Kill. You managed to kill your first monster. 1 New Feat Recorded: Starting Zone Cleanser (25). You single handedly lowered the danger rating of a maximum tier Starter Zone by one level. 25 New Feat Recorded: Fly before you can walk (50). You flew for over a mile, before you took your first step. (Fully Used) 50 (Gone) New Feat Recorded: Legendary First Kill (50). Your first monster killed was a monster 50 levels above your own. Used (1) New Feat Recorded: Gardogazon Slayer (500). You managed to kill the legendary Gardogazon. GONE New Feat Recorded: Behemoth Slayer (500). You killed a Behemoth monster 500 levels above your own. Used (1) New Feat Recorded: Monster Slayer (500). You managed to kill a monster 500 levels above your own. Used (1) New Feat Recorded: Empire Dropper (500). You managed to topple a successful industry empire 500 New Feat Recorded: Healer of Valor (250). You have proven yourself to be a healer people can depend upon 250 New Feat Recorded: Master Tier Spell Creator (500). You managed to create a spell that is Tier IX or higher Gone New Feat Recorded: Resurrector (250). You managed to bring someone back from the dead. 250 New Feat Recorded: Gambling Guru (100): You placed fifth or higher in a gambling contest involving 500 people or more. 100 New Feat Recorded: Been Caught Cheating (500): You are banned from all gambling facilities for a period of no less than seven years and nine months. 500 New Feat Recorded: Survive an Audit Through Seduction (500). You are the first person to successfully navigate your way through an audit through deception and seduction alone. 500