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In Loki's Honor
Life 26 - Intermission - MAP & Status

Life 26 - Intermission - MAP & Status

Windemere and outskirts.

[https://i.imgur.com/FooyZhR.png]

Permanent Status Traits:

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Attributes:

When the Attribute is not at its cap, the cap will be displayed after the slash.

> Strength 66+3 / 71 - Dexterity 67+3 / 71 - Endurance 67 +3 / 71

>

> Mind 73 / 81 - Willpower 71 / 81 - Charisma 67 / 81

>

> Magic 160

>

> Ego 160 - Luck 160 - Soul 160

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Titles

* "Heroine / Hero"

* "Princess" or "Queen / King"

(Because of some System quirk, MC has both gendered titles in some entries. Only one of them can be on display at the same time but titles in different bullet points can be combined (displaying {Hero King} or {Heroine Princess} is fine. You can even go with {Heroine King}. The System ignores gender conventions.

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Skills:

Skills have ranks (the numerical value) and categories (the title). The normal rank cap is 100. Categories are Novice (up to 9), Apprentice (24), Journeyman (49), Master (79), Grandmaster (99), and ???? (tu be disclosed) at 100. Upon raising a Skill to 50, a special perk is added to the Skill, enhancing its effects (the text of the Perks is added to the Skill description). The same happens at proficiencies of 80 and 100. Skills cannot be raised above 90 with Skill Points.

Note: For brevity, unless another rank is displayed, assume all Skills are "Apprentice 24", the current (curse-reduced) cap.

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. Some effects can increase the sensation above 100%.

* Epic Constitution (ultra-rare) master 50 (MAX): Increase recovery and the pool size of your HP, MP, and SP by Rank x Ego x 0,5%

* Pain Resistance (rare) Journeyman 49. Your sensation of pain is reduced by Rank x Endurance x 0.2%. Some effects can increase the sensation above 100%.

* Accelerated Moonbound Regeneration (very rare) Journeyman 49: Increase your HP regeneration by Rank x Endurance x0.5%.

* Yoga (unique) Journeyman 49. Improve Flexibility and motor control of your body by Rank x Endurance x 0.2%.

* 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.

* 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 Attributes over the cap.

Movement

* Leaping (common): Increase jumping distance and speed by Dexterity x Rank x 0.1%.

* 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 0.1%

* Airflip (uncommon): You can rotate up to Rank x Dexterity degrees when jumping.

* Tumbling (uncommon): Improve distance and precision of acrobatic maneuvers by Rank x Dexterity x 0.1%

* Hiking (common): Reduce the rate of fatigue and movement speed when moving through your own means for a long time by Rank x Endurance x 0,01%.

* 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%. When moving at half your movement rate or slower, 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.

Social / Information

* Teaching (rare) Journeyman 49: Increase Skill acquisition rate for one pupil per rank by Rank x Charisma x 0.1%.

* Tracking (uncommon): You can follow tracks left by a target.

* Break Cypher (very rare): You can decipher writing using ciphers.

* Royal Order (ultra-rare) Journeyman 49: You can give orders to your subjects and force them to comply. Add the Skill Rank to Charisma. The stronger the loyalty, the harder it is to resist.

* Wild Wrangler (ultra-rare) Master 50: Able to ride any creature. You can attempt to tame and train any non-sentient creature that can both support your weight and you can climb onto. You can handle one creature for every 10 points of Charisma. Creatures you're training learn 50% faster and can understand your speech.

* 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.

Combat (Attack Skills grant 4% damage and 2% accuracy for each rank unless noted)

* Dodge (common) Journeyman 49: Reduce enemy accuracy by 1.5% per rank if you can move.

* Giant-Fighting (rare): Add (Rank * 1%) as a bonus when attacking or defending against creatures at least one size larger than you.

* Backstab (rare) journeyman 49: You deal (4x Rank)% extra damage when attacking enemies that can't defend against you.

* Defensive Roll (uncommon): If you have room to tumble, you have a 1.5% chance per rank to mitigate the damage of a critical hit. Modified by Luck.

* Claws (common) Master 55: You can attack with natural claws. Ignore half the target's defenses. Bleeding wounds deal 50% more damage and last 100% longer.

* Bite (common) Master 75: Attack with your teeth. Double the damage and ignore half the target's defenses.

* Blade Sage (ultra-rare): You gain 6% damage and 4% accuracy per rank with all kinds of bladed weapons, from daggers to two-handed swords. Attacks deal an extra 4 to 32 base damage. You cannot be disarmed while you are conscious unless the enemy's Skill rank is greater than yours. Your critical multiplier is five. Add your Dexterity to Strength for offense and defense.

* One-Handed Bludegoning Expertise (very rare) Master 64: 3% accuracy per rank with one-handed blunt weapons. Your attacks deal an extra 2 to 12 damage and cause the enemy to gain stacks of the {Staggered} debuff, lowering their attack speed and defensive Skill ranks.

* Karate (unique): Improve the damage and accuracy of your punches and kicks using humanoid appendages. Increases unarmed damage by 1d6 for every 10 ranks.

* Judo (unique): Improve damage and accuracy for grappling and throwing maneuvers.

* Aikido (unique) Master 60. Add Rank x 1% to 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.

* Throw Threads (uncommon): Threads you create through biological or magical can be thrown at a target up to Rank x Willpower meters. You gain 4% accuracy per rank.

Assassin

* Share Assassin Contract (rare): You can share a contract with other assassins in a range of Rank x Charisma meters.

* Assassinate (rare) Journeyman 49: Inflict (8*Rank)% extra damage on targets marked for assassination. if you strike them unaware of your presence.

* Mind's Blank (very rare) Journeyman 49: 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 49: You are proficient with all kinds of non-elemental magic. Increase damage, effectiveness, and reduce MP cost of non-elemental spells.

* 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.

* Bardic Magic (rare): You can weave magic into your songs.

* Countersong (rare): Spend MP to counter sound-based effects in an area with your music.

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Professions:

A person can have two professions. Those level up using the same Experience table as Class and Species levels.

All professions rely on their Proficiency score for effectiveness. A profession gains one special abiity for every fifteen points of proficiency.

Appraiser [127]: You can see the System information of a target, be it an item, person, or monster.

* Personal Information: You can fetch in-depth information regarding the target person.

* Unveil Enchantments: You can attempt to learn the enchantments in an item you appraise.

* Estimate Value: You can estimate the average market price of an item in a location you are familiar with.

* Subtle Appraise: Add your proficiency to the difficulty of detecting your attempts at Appraising a person or creature.

* Analyze Magic: You can appraise spells and magical effects, learning their composition and the strength of the effect.

* Pierce Forgery: Add half your proficiency to Mind to pierce fake status information.

* Monster Information: You can fetch in-depth information regarding the target monster.

* Estimate Attributes: You can estimate the Attribute values of your target, rounded to the nearest ten.

Physician[150]: You can treat diseases and wounds, restoring people's health without extensive use of magic.

* Soul Regeneration: You can spend SP to heal damage and even regrow missing body parts.

* Delay Death: Patients under your care only die if they have a critical failure on an Endurance test. Even then, they only expire after (Proficiency /10) minutes.

* Silk Sutures: You can use your own silk to stitch flesh and close wounds. The silk is naturally absorbed by the patient and fights infections and complications using your Proficiency score.

* Intensive Care: You add (Proficiency /5) to the patient's Endurance for recovery and all tests related to healing.

* First Aid: When you start treating a patient, you lower the potency of all HP-draining debuffs and bleeding by your proficiency. You must keep treating for the duration of the debuff for it to be canceled, otherwise the damage will resume.

* Fast Recovery: Multiply the patient's recovery rate by (Proficiency / 20).

* Anesthetic Touch: When you start treating your patient, they become sedated and docile. While you work, they feel no pain.

* Veterinary: You can treat animals as well as people.

* Restore Blood: Your patients recover from blood losses as you treat them.

* Fast Treatment: Your medical procedures are (Proficiency / 20) times faster.

Alchemist[150]: You can process materials, imbue concoctions with magic, and create single-use materials with mystical properties.

* Glassify: You can spend MP to convert sand into pure glass and shape it.

* Lightning Electrolysis: You can use Lightning magic to trigger reactions.

* Refine Blood: You can extract useful materials from blood.

* Recycle Leftovers: You can retrieve (Proficiency / 5)% of unused or wasted reagents.

* Measuring Touch: You can measure and separate reagents with (Proficiency)% precision.

* Long Shelf Life: Multiply the shelf life of your processed reagents and products by (Proficiency / 10).

* Increased Monster Yield: You can obtain (Proficiency / 5)% more useful materials from processed monsters.

* Dry Reagent: You can convert most reagents into a compact powder form that can later be diluted in a solvent. Increase reagent shelf life by (Proficiency/10) times

* Transmute: You can convert one reagent into another of equal or lesser value with (Proficiency / 5)% efficiency.

* Separate Reagents: You can separate up to (Proficiency / 5)% of reagents from a solution.

Jeweler[120]: You can create great works of art using precious metals and gemstones.

* Precise Cut: Gems you cut are (Proficiency)% more valuable and hold as much more potential.

* Reuse Shards: You can reuse the shards of gems you cut up to a very fine sliver.

* Gold Leafing: You can make very thin sheets of precious metals and seamlessly apply them to objects.

* Repoussé and Chasing: You can use specialized tools to engrave relief in sheet metal.

* Lathe Operation: You can use a turning and drilling tool, a lathe, to create precise works.

* Welding: You can use Fire magic to permanently join two metallic surfaces.

* Enhanced Enchanting Potential: Jewelry you craft has (Proficiency / 5)% more enchanting potential.

* Fine Design: Your small hands make your jewelry delicate and with intricate patterns. The value of the final product is increased by (Proficiency / 5)%

Enchanter[120]: You can create great works of art using precious metals and gemstones. You can enchant Attributes both physical and mental as well the basic resources, HP and MP.

* Enchant Spiritual Attributes: You can enchant a bonus to the spiritual Attributes as well as SP.

* Resonance Tuning: you can fine-tune enchanted items to avoid resonance conflicts.

* Wild Enchant: Your enchantments have a 20% chance of adding a beneficial effect (multiplied by (100 + Proficiency + Luck) %) and a 10% chance of removing one effect (divided by (1 + (Proficiency + Luck)/100)).

* Resonance Dampener: When you equip an item that may cause a resonance conflict, it instead doesn't activate. This is a personal ability.

* Enchant Armor: You can enchant armor for resilience and deflection.

* Enchant Weapon: You can enchant weapons for accuracy and damage.

* Wondrous Enchantments: you can add non-numeric enchantments to items.

* Increased Success Rate: The base success rate of your enchantments is increased by (Proficiency / 5)%

Cartographer [144]: You can create precise maps of the land around you and search for resources.

* Survey: You can determine the presence and nature of resources in the examined area and the underground.

* Sense Depth: You can tell how deep beneath the surface you are.

* Sense Height: You can tell how high you are compared to the ocean level.

* Lair Mapping: When inside a Dungeon or a monster's lair, you have an intuitive knowledge of its layout.

* Memorize Map: After studying a map for a reasonable period, you commit it to memory. You can redraw the map from memory with perfect accuracy. You can have one map memorized for every ten Proficiency levels.

* Sense Mineral Vein: You can sense the proximity of mineral veins at a range of Proficiency meters that are up to (Proficiency / 10) meters above or below you.

* Map Dungeon: When inside a Dungeon, you have an intuitive knowledge of its layout.

* Geopolitical Survey: After freely studying a settlement for one week, you can estimate its wealth and demographics.

* Detect Map Flaws: You have (Proficiency / 5)% chance to sense when a feature on a map is incorrect.

Diplomat[75]: You know how to negotiate treaties and get your way around foreigners without angering them.

* Spectral Diplomacy: You can influence the undead.

* Oratory: Your well-articulated words help clearly convey your point.

* Friendly: All creatures' reaction toward you is increased by (Proficiency / 50 )% steps (minimum 1).

* Charismatic: You add half your Proficiency to Charisma tests.

* Multiracial: When interacting with members of a different species, you ignore up to (Proficiency)% of their bias penalties.

Silkweaver[135]: You can create silk threads from your own body and weave them into great works of art. Creating silk uses MP.

* Colorful Threads: The silk you make can have vibrant and well-defined colors across a wide spectrum.

* Speed Weaving: You can make threads and weave them 10 times faster.

* Detailed Pattern: You can control the embroidery and hue of your silk to create fine patterns. Increase the value of the final product by (Proficiency)%.

* Thread Repair: You can use your silk to repair clothes and fabric items.

* Iron threads: The tensile strength of your silk is five times that of steel wire.

* Sticky Threads: You can create threads that stick to a target. Add half your Proficiency to Willpower to determine the difficulty of detaching the threads.

* Armored Threads: Your threads are (Proficiency / 20) times as hard to cut.

* Stretchy Threads: Multiply your threads' elasticity by (Proficiency / 20).

* Haberdasher: You can weave complex items out of threads.

Musician[75]: You can entertain and inspire using music. You can sing and play musical instruments.

* Project Sound: The sounds you make may be heard (Proficiency / 10) times further.

* Second Melody: You can produce secondary melodies as if another person was playing the same instrument (including voice). Add (Proficiency / 20) extra voices.

* Craft Instrument: You can manufacture musical instruments. Increase quality of the instruments by (Proficiency / 5)% and price by (Proficiency)%

* Polyphonic Voice: You can create one extra note with your voice for every 50 points of proficiency.

* Inspiring Song: Your music can incite one emotion of your choice, enhancing that emotion by (Proficiency)%

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Perks:

Previous Animal Lives (some of them were converted by the System from deleted Skills):

* Pseudopod: You can project microscopic pseudopods up to 2x body length away from you. These pseudopods have all your senses.

* Phagocytosis: 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 don't 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.

* Thread Control (very rare): When throwing your threads, you have some control over their movement.

* Fine Thread Control (very rare): You can manipulate your threads at a distance of Agility meters as deftly as your hands.

* Treeshaper (rare): When you use magic to shape living plants, double the shaping speed and quality of details.

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 bonds with 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). If you win a contested Ego test, 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 unconscious for 24 hours once they reach 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. You take only 50% damage from silver weapons.

* 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 several 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.

* Champion's Duel (very rare): Challenge a leader of the enemy forces for a one-on-one duel. If you win a contested Willpower dispute, the target can only attack you.

* Honorable Duel (very rare): While you are dueling your target and do not strike other targets, reduce all damage from other sources than your Duel's target by 40%.

* Champion's Valor (very rare): When you are fighting the target of your Champion's Duel, you can spend MP to deal triple damage to your target. You cannot use this perk rest of the combat if you attack another during your Champion's Duel.

* Unescapable Duel (very rare): The target of your Champion's Duel cannot flee from combat unless you lose a contested Ego test.

* Avenger Strike (very rare): When striking someone that committed heinous crimes against your species (and you have honest proof of), you deal double damage.

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 5 seconds, you touch a living sentient creature, you drain one year of their lifespan and gain sustenance for a month.

* Wail of the Banshee (very rare) perk. You can scream as an attack, damaging and stunning targets around 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.

* Materialize Spectre (very rare): Spend SP to allow a willing specter to materialize. While materialized, it loses its immunity to normal weapons.

* Spirit Ward (very rare): Spend SP to create a ward on a person or location that forbids contact or entry by the undead or other spiritual energies.

* 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 reduces damage from Incorporeal spirits, undead, or death magic by 25%.

Senses:

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

* Detect Soul (very rare): Add half your Soul score to Mind to perceive hidden creatures or souls.

* Agile Reactions (rare): Add your Dexterity to Mind to perceive Threats.

* Lucky Spotter (very rare): Whenever you test Mind to find something hidden, add a random bonus between minus ten and half your Luck score to the test.

* Detect Monster (rare): You can sense them in a range of 10 x Mind meters.

* Detect Assassin Contract (very rare): You can sense them in a range of 10 x Mind meters.

* Detect Favored Enemy (rare): You can sense them in a range of 10 x Mind meters.

* Detect Spirit (rare): You can sense them in a range of 10 x Mind meters.

* Detect Living Sentients (very rare): You can sense them in a range of 10 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 10 x Mind meters.

* Dark Sight (rare): You need half as much illumination to see, doubling the effective range of all light sources. Additionally, your sight can pierce ten meters of darkness or twenty meters of heavy shadows. You do not distinguish color in these areas.

* 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.

* Echolocation (very rare): You can determine the shape and position of tangible creatures and objects through emission and capture of ultrasonic sounds up to fifty meters away from you. Requires the ability to create and listen to sounds.

* Soul Sight (ultra-rare): You can perceive souls and spiritual energy in a range of Mind 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 SQRT(Mind) meters. You have a rudimentary notion of texture and color. This ability is blocked by physical obstructions, including clothing and equipment.

* Heat Sight (rare): You can sense heat, superimposing the perception over your visual senses. This causes no distraction.

* Compartmentalized Mind (very rare): You can separate and hold threads of thoughts and feelings in your mind, allowing you to dedicate your full mental power to one task.

If you spot this tale on Amazon, know that it has been stolen. Report the violation.

Status / Skills:

* Status Forgery (very rare) You can display any Class, Level, and Status information you desire, up to Charisma levels above yours. This perk can be toggled on and off at will. If you display truthful information, abilities that pierce this forgery will register them as true.

* Hard Worker (uncommon) - You gain Proficiency 25% faster.

* 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. This can be toggled on and off at will.

* Great Longevity (ultra-rare): After your race's age of maturity, your body ages ten times slower. Your total lifespan is thus increased 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 as if a quantity 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.

* Hero (unique) perk. All Skill growth increased by 20%.

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

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

* Speedrunner (unique): You were the fastest member of your species to reach the first rank up. 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.

* Water Breathing (uncommon): You can breathe in fluids as well as air so long it has enough oxygen dissolved.

* Captain's Armor (rare): Your protective gear takes 75% less damage from attacks that are not intended to damage them directly. This does not change the damage you take.

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 a deal. If your offer is one you consider truly reasonable and not harmful for the other party, decrease their resistance by 50%. This works on deities.

* Quality Crafting (rare): When making an item you've made one hundred or more of, Increase the chances of higher quality.

* 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.

* Captain's Armor (rare): Your protective gear takes 75% less damage from attacks that are not intended to damage them directly. This does not change the damage you take.

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 200% 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 a 5-second stun.

* 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 a 4x 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.

* Venomous Bite (rare): You inject venom with each bite. The potency of your venom is based on your Endurance score.

* Squirt Venom (uncommon): You can spit your venom at a distance of Endurance meters.

* Frenzied Barrage [Claws] (very rare): Spend MP to Increase the attack rate of your claws by 50%.

* Improved Maim [Claws] (very rare): Limbs maimed by your claws only regain their function after 24 hours or when healing is applied. Even so, they are disabled for at least 1 minute.

* Dislocate Jaw (rare): You can unhinge your jaw, allowing you to deal bite damage as if you were one size bigger.

* Disarm (uncommon): You can disarm a target if you win a contested Strength or Dexterity test, whichever is the highest Attribute of your target between these two.

* Improved Disarm (rare): You can perform a disarm as part of an attack.

* Powerful disarm (rare): Add half your Dexterity or Strength to the contested disarm test, whichever is the lowest Attribute of your target between these two.

Snake / Lamia

* Tough Scales V (uncommon): Reduce all damage to the scaled parts of your body by 80%.

* Hardened Scales (rare): You have a 15% chance (modified by Luck) to avoid all damage from an attack that hit your scales.

* Improved Tail Slap (uncommon): Attacks made with your tail deal 100% extra damage and knock the target 200% further.

* Prehensile Tail (uncommon): You can perform fine manipulations with your tail.

* Polyphonic Rattle (rare): You can create musical chords with your rattle.

* Ultrasonic Rattle (very rare): Your rattle can create ultrasonic frequencies. You can use sound-based attacks with your rattle rather than your voice.

* Snake Fortress (rare): You can coil your snake tail around you, creating a defensive position. Until you move from your spot or unfold your tail, you take 25% less damage from all sources.

* Constrictor (uncommon): You can wrap a creature your size in your snake tail without losing mobility. You may cause constriction damage every 5 seconds and the target has all Skills lowered by one category. If you move, you drag your victim with you.

* Enhanced Slither (uncommon): Increase your slithering speed by (50 + Dexterity)%.

* Tail Bodyguard (rare): You can use your snake tail to protect a creature or object adjacent to you, including yourself. Attacks that target your ward hit your tail instead.

* Reflexive Scales (rare): Projectiles that strike your scales have a 15% chance (modified by Luck) to bounce off harmlessly.

* Elongate Tail (uncommon): You can stretch your tail by 50% of its length. The girth is reduced proportionately.

* Improved Snake Fortress (very rare): When in Snake Fortress, you are twice as difficult to move against your will and reduce 40% of the damage.

* Steel Scales (rare): Your scales are as strong as steel armor. Reduce all physical damage dealt with parts of your body covered by scales by 25%. This protection cannot be reduced.

* Defensive Snake Fortress (very rare): You can expand your Snake Fortress to protect one large creature or the equivalent in other sizes. These creatures cannot move from their place or lose protection.

* Movable Snake Fortress (ultra-rare): When in Snake Fortress mode, you and creatures protected inside your tail can move up to one-tenth of your move rate. Snake Fortress no longer breaks if you are forcefully moved.

Evasion / Defense:

* 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 one category above when fighting to defend your home.

* Unbound Hero (ultra-rare) Effects that incapacitate or restrain you last 67% less.

* 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.

* Attract Projectiles (very rare): Select 1 creature for every four points of Dexterity you have. All projectile attacks that target one of these creatures has a nine in ten chance of hitting you instead.

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 V (very rare). Reduce all corrosion damage suffered and the duration of corrosion-related debuffs by 97%.

* Cold Resistance V (very rare): Reduce all cold damage suffered and the duration of cold-related debuffs by 97%.

* Light Resistance I (very rare): Reduce all light-based damage suffered and the duration of light-related debuffs 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 97%.

* Fire Resistance V (very rare). Reduce all fire damage suffered and the duration of fire-related debuffs by 97%.

* 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

* 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.

* Improved Tree Stride (very rare): Increase the distance and precision of your tree strides by 50%.

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

* Sure-footed (uncommon) - You seldom 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.

* Force Phasing (ultra-rare): When incorporeal, you can pass through force constructs at a hundredth of your normal speed.

* 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.

* Double-Jointed (uncommon): Increase the range of movement of your joints by 25%.

* Improved Swimming (rare): Double your swimming speed.

* Water Jet (very rare): Spend (100 * X MP) / second to multiply your speed underwater by (X+1). Reduce the base multiplier from 100 to 20 if you are in your water elemental form.

Stealth

* Fade unto Darkness (very rare): As the level of illumination lowers, it becomes progressively harder to notice your presence.

* Erase Presence (uncommon). Whenever you use a 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.

* Chameleon Skin (rare). You can change the color of your skin and hair. If used for camouflage, reduce odds of visual detection by at least 60% if you are standing still.

Exp:

* Fast-Learner (unique): Your Exp gains are multiplied by 10,000.

* Favored Enemy Exp Boost. (very rare). Experience from favored enemies is increased by 659%.

* 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 659% more Experience from targets marked for assassination. If you kill someone marked with a higher level Death Contract, you gain that bonus.

* 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.

* Exp Transfer (very rare): Multiply the range for all Exp transfers by 2. Equal Exp Split now works to a range of 400 meters and no longer requires the targets to be engaged in combat.

* Improved Exp Split IV (very rare): When splitting Exp between a group, you treat the group as if it was 59% smaller.

* Boosted Exp Split (very rare): Those you share Exp with gain 25% more Exp.

* Champion's Spoils IV (very rare): If you win a challenge, you gain 144% more Exp.

Favored Enemy:

* Favored Enemy (uncommon): Treat all your combat and furtivity Skills as one category above when fighting against a favored enemy. Types Selected: [Humans], [dragons], [Abominations], [Orcs], [undead], [Demons], [Demigod], [Church of Bundeus]

* 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 and damage against favored enemies.

* Favored Defense (ultra-rare) All damage from favored enemies is reduced by 25%.

Magic:

* House Magic Affinity (uncommon): House Magic spells have a 50% reduced cost and 50% more efficiency.

* Natural Spellcaster (very rare): You need only your concentration and MP to cast spells to which you have an affinity:

* Force Magic Affinity (rare) Force magic spells have a 50% reduced cost and 50% more efficiency.

* Elemental Magic Affinity (ultra-rare) Spells of the eight basic elements. Fire, Water, Ice, Wind, Earth, Lightning, Light, and Darkness have a 50% reduced cost and 50% more efficiency.

* Nature Magic Affinity (rare) Spells that affect plants and non-magical animals have a 50% reduced cost and 50% more efficiency.

* Bardic Magic Affinity (rare) Bardic spells have a 50% reduced cost and 50% more efficiency.

* Necromancy Affinity (very rare): Necromantic spells have a 50% reduced cost and 50% more efficiency.

* 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.

* 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.

* 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.

Anti-Curse

* Suppress Curse (rare): Once per day, you can ignore one of your curses for 1 hour.

* Countermalediction (very rare): You understand how to unravel curses and can design spells and rituals to fight against a specific curse. Reduce the cost to lift a curse by 40%.

* Blessed Luck (very rare): Curses are 25% as hard to land on you and 35% as easy or cheap to remove. Benefit improves with the Luck Attribute.

* Improved Curse-Breaking (very-rare): Half all costs to break curses.

* Erode Curse (rare): You slowly erode the curses cast on you. Apply your excess MP regeneration to erode a curse, making it easier to break it.

* Improved Erode Curse (unique): Your Erode Curse also uses excess SP. MP and SP used count double to erode the curse. When the cost to break the curse is 1 MP, it is automatically lifted.

Mana Wellspring:

* 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 bonus to 100%.

* Extended Mana Welspring (ultra-rare): Double the range of your Mana Welspring.

* Fixed Wellspring (very rare): You can now set your Wellspring in a stationary place and move anywhere in its area.

* 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 wellspring 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 Siphon (ultra-rare): You harmlessly siphon the excess MP of creatures affected by your Mana Wellspring that are at their maximum MP.

* Improved Mana Siphon (ultra rare): You draw in residual energy from spells cast by others (never your own) in your Wellspring radius.

* Fierce Manstorm (ultra-rare): Multiply the damage of your Manstorm Wellspring by 5.

* 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.

* True Manstorm (ultra-rare): Your Manastorm Wellspring deals arcane HP and MP damage equal to your Magic Attribute * the MP regenerated.

* 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 Manastorm (ultra-rare): The eye of your Manastorm boosts HP regeneration by the same amount for friendly creatures.

* 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.

Healing:

* Last Chance (ultra-rare): Target a creature that died no more than five minutes ago. 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.

* Improved Healing (rare): increase all healing effects by 50%.

* 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.

* Cold Healing (ultra-rare): 10% of all cold damage before reduction 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.

* Fast Shift (rare): You require only a few seconds to transform.

* Beast Regeneration (rare). When in your beast or hybrid forms, your HP regeneration is counted by hour and not day for 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.

* Shapeless Moonbound Regeneration (rare): Your Moonbound HP regeneration now works regardless of the form you're in.

* Limb Regrowth (very rare): Severed limbs regrow at four times the normal speed.

* Improved Regeneration (very rare): Add 25% of your base HP to Endurance to determine your Regeneration rate.

* Elemental Body [water] (very rare). You can transform into a Water elemental. While in this form, you have great mastery over your element and take 90% less damage from physical attacks but take 50% more damage from lightning, earth, and fire.

* Elemental Body [ice] (ultra-rare). You can transform into an ice elemental. While in this form, you have great mastery over your element. You take 50% more damage from crushing attacks. You deal 100% extra cold damage with your melee attacks.

* Cold aura (very rare): When in ice elemental form, you may emit an aura of cold with (Endurance/2) meters of range. Inside this area, creatures are slowed by 50% of their movement and attack speed, mitigated by Endurance and cold resistance. Those in range take [Magic x SQRT(Willpower)] cold damage every 5 seconds. Fluids freeze and objects become brittle. You are immune to the slowing effects of the cold.

* Stable Shape (rare): Add half your Ego score to resist effects that force you to change shapes.

Attributes and Resources:

* Pinnacle of Luck (ultra-rare) 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 (ultra-rare) 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. As the first-ever to earn this achievement, you gain a 50% bonus to your HP, MP, and SP.

* Pinnacle of Soul (ultra-rare): You are immune to the negative effects of Blight. You are immune to possession. Multiply the limit of the negative HP before dying by 100.

* Pinnacle of Magic (very rare) All MP costs are halved. No external effects can damage or drain your MP.

* SP Substitution (ultra-rare). You can spend SP instead of MP to power any ability that requires SP.

* Indomitable (rare). Multiply the negative HP threshold for dying by 5.

* Extra Skill Point III (very rare) You gain three extra Skill Points per level.

* Surpasser VI (ultra-rare) All your Attribute maximums are increased by 60. You require 160 withheld points for the next rank.

* Pioneer Chemist (unique): Chemical reactions you cause are 20% more likely to happen as intended and have 20% more yield (up to 100% of the reagents used).

* Pioneer Surgeon (unique): When performing surgery on a patient, reduce bleeding and damage caused by 20%. Decrease recovery time by 20%.

* Pioneer Silkweaver (unique): Your silk is 20% stronger and weaves 20% faster.

* 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.

* Magic Body (ultra-rare): When your HP reaches zero, all damage you receive comes from your MP pool.

HP, MP, SP

* Consolidated Psyche (very rare): Add half your Ego to determine your HP pool.

* Strengthened Health (rare). Add Half your Strength to determine your HP pool.

* Limber Health (rare). Add Half your Dexterity to determine your HP pool.

* Willful Health (rare). Add Half your Willpower to determine your HP pool.

* Spiritual Health (ultra-rare): Add Half your Soul to determine your HP pool.

* Enchanted Health (rare): Add half your Magic score to determine your HP pool.

* Magical Soul (very rare): Add half your Magic score to determine your SP pool.

* Mystic Soul (very rare): Add half your Soul Attribute to determine your MP pool.

* Magical Psyche (very rare): Add half your Ego Attribute to determine your MP pool.

* Draconic Constitution (ultra-rare): Increase the Attribute modifiers for your HP calculation by 50%.

* Extra SP II (very rare): You gain two extra base points of SP per level.

* Extra MP II (rare) You gain two extra base points of MP per level.

* Head Start II (very rare) You gain thirty-six base points of HP, MP, and SP.

Special:

* 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 your 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.

* 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.

* 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.

* Progenitor Matriarch (unique): Improve by two steps the reaction toward you of creatures from races you create. All your Skills are considered one category above when interacting with them. Those you personally create are stronger, smarter, and gain a loyalty boost toward you. You gain a 1% tithe from the Exp gains of these creatures in a range of Soul x 100 meters around you. You can purchase species perks from their lists. Currently: [were-kin], [beast-kin], and [silk-folk].

* Shrouded from Divine Eyes (unique): Gods and System Administrators cannot learn your location, Status, existence, activation, or any other information by any magical or System means. Traits with hidden reporting functions have those functions disabled.

* Returning Messenger Bird (ultra-rare): Your messenger birds will wait next to the recipient of your message for one day for a return missive, then bring it back. The recipient will understand the bird is waiting for an answer and can dismiss it at any time before the day passes.

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Curses:

As stated by {Remove Curse}, the cost to remove a curse is based on its rarity and the difference in Magic Attributes between the entity that granted the curse and the caster.

* 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.

* Major Feeblemind (very rare): Your maximum mental Attributes are your racial average plus ten.

* 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 the Apprentice category (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.

* 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