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In Loki's Honor
Life 27 - Status Page

Life 27 - Status Page

You that are currently reading this, reckon this truth. You (metaphorically) died yesterday. At least the person you were yesterday. Today you are a brand new you, with your whole life ahead of you to screw up in whichever way you deem so. The you from yesterday has no choice on the matter because they're (metaphorically) dead.

And so are their ideas and dreams. They (metaphorically) died alongside with the previous you somewhere between yesterday and today. Call it the twilight zone, かたわれ時 (kataware-doki), the garou gauntlet, whatever.

News flash, the "you" from today is scheduled to (metaphorically) die soon. Make use of your scarce remaining time. Maybe burn it all in a blaze of glory or build a foundation that the new "you" can work on. I bet they'll be thankful.

Or just laze around and leave a debt for the future you to pay. Your call.

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The author is dead. Long live the fiction. The MDW that wrote ILH last year died. Like a crappy hobo phoenix, I rose from his remains (but by any means couldn't soar). The day ends in a few hours and I'll (metaphorically) die. So I want to post a chapter before I (metaphorically) go.

But this is LitRPG, and as I posted in an essay somewhere (google for it or not, your call), "LitRPG is not a crutch". Some authors add a dash of some system-like mechanics to their fictions just to add a tag and (hopefully) draw in some readers because it is "a trend". Well, I have one word for these authors I won't say (type) here.

I needed to revisit the System and the mechanics, especially MC's ridiculously stupidly large Status Sheet. While I can recall most of it by heart, I can't commit the sin of writing the fiction without being sure of it.

That means re-compiling the whole thing and updating it. Thankfully the "Troll" taught me the value of a tight bookkeeping, and I had it in an easy to reach place.

Why not publish it, I asked myself?

So here you go. Just two things:

One, the System updates the description of the Perks from time to time.

And two, any discrepancy from what's shown here and what was published in previous chapters should be disregarded, using this one as the basis.

The guy who did a piss-poor job of stitching those numbers together is (metaphorically) dead anyway.

Without further ado, here is the humongous Status sheet if anyone wants to browse. Whenever it conficts with previous published material, consider this the correct version.

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Level 111 Veiled Dolphin-Mermaid / Arcane Diva

Strength: 30+26 (56) / 40 - Dexterity: 30+42 (72) / 40 - Endurance: 40+36 (76)

Mind: 40+42 (82) - Willpower: 40+40 (80) - Charisma: 30+40 (70) / 40

Magic: 40+68 (108)

Ego: 40+26 (66) - Luck: 40+41 (81) - Soul: 40+40 (80)

HP 13.958.700 (5.696 HP/s)

MP 13.679.820 (1.026.746 MP/h)

SP 7.419.352 (320.155 SP/h)

Titles

* "Heroine / Hero"

* "Princess" or "Queen / King"

* "God-Slayer"

(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".

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.

* 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) Grandmaster 90. Your sensation of pain is reduced by (Rank x Endurance x 0.2)%. Whenever an event hurts you enough to feel pain, your next attack deals double damage to the source of the pain if done within 3 seconds. You also double your Strength for the next 3 seconds.

* Accelerated Moonbound Regeneration (very rare) Grandmaster 90: Increase your HP regeneration by (Rank x Endurance x0.5)%. Whenever you are below 50% HP, your regeneration rates double. Whenever you are below 20% HP, you instanty recover 20% of your HP pool. This effect may only trigger once every hour.

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

* Meditation (rare) Master 74. 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. Master level: You can enter meditation instantaneously so the Skill bonus is active at all times, unless you are severely distressed. If you stop to meditate, you instead 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) Grandmaster 90. Improve body recovery rate, reduce the duration of debuffs, and increase your lifespan by Rank x Willpower x 0.01%. You are sensitive to energy flows and can sense an attack a fraction of a second before it happens. If you win a contested Willpower test, you become aware of the attack and negate surprise strike bonuses. Increase all Attributes by +2.

Movement

* Leaping (common): Increase 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 by Rank x Dexterity x 0.1%

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

* Surreptitiousness (ultra-rare) grandmaster 90. 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 two ranks by Rank x Charisma x 0.1%. You can only teach the same subject for two hours a day.

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

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

* 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.

* Royal Order (ultra-rare) Grandmaster 85: 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. If the target is aware of your Royal status and resists, they will attempt to negotiate as to avoid drawing your wrath. You can sacrifice an amount of Exp equal to 100 times the base Exp value of the target's level. Your {Royal Order} becomes a Quest that awards the base Exp value. The target's resistance to decline the Quest is halved.

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

* Dodge (common) Grandmaster 90: Reduce enemy accuracy by 1.5% per rank if you can move. When you fail to dodge, you [Skill Level /2]% chance to halve the damage. When you dodge an attack, the attacker is staggered by 0.2 seconds. This interrupts chained attacks and lowers the accuracy of the next attack by the same enemy by 50%.

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

* Backstab (rare) Grandmaster 90: You deal (4x Rank)% extra damage when attacking enemies that can't defend against you.You deal double damage when your Backstab actually hits the target's back. You can choose to forfeit all damage to render the target unconscious for 6*[Base damage + Sum of Multipliers] minutes.

* Defensive Roll (uncommon) Journeyman 49: 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) Grandmaster 90: 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.

* Tail Slap (uncommon) Journeyman 49: Attack with your tail.

* Karate (unique) Journeyman 49: 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) Grandmaster 84. 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. You can use SP to deflect magical attacks that have a physical medium. Your defenses are not reduced when fighting several enemies at the same time.

* Throw Threads (uncommon) Journeyman 49: 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%);

* 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 [156]: 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.

* Legend and Lore: When appraising a historical item, you learn some of its history.

* Distant Appraise: Increase the distance you can appraise a target by Proficiency meters.

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 [171]: 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.

* Oceanic Charts: You can map oceanic depth and currents.

Diplomat[135]: You know how to negotiate treaties and get your way around foreigners without angering them.

* Spectral Diplomacy: You can influence the undead. Add add (Proficiency/5) to your tests.

* Oratory: If you have time to deliver a speech, add (Proficiency/5) to the check to convince your audience.

* Friendly: All creatures' reaction toward you is increased by (Proficiency /30 ) steps.

* Charismatic: Add (Proficiency/5) to Charisma tests.

* Unbiased: You ignore up to (Proficiency/30) of any bias penalties.

* Mostly Harmless: Ignores (Proficiency/30) negative steps.

* Strongarm Negotiations: After you prove to the target that a violent altercation will end up with their loss, you gain a (Proficiency/10) bonus to either Skill or Atribute values to negotiate. The target's reaction is lowered by one stage for half the duration of the deal.

* Diplomatic Retreat: If negotiations break into violence, add (Proficiency/10) to resistance tests and the score of all furtivity and evasion Skills for the duration of the encounter.

* Sense Motive: Add (Proficiency / 5) as a bonus to either Skill or Attribute tests to detect the other party's intentions.

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[135]: 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)%

* Spell-Singer: For every 30 Proficiency, add 5% to the effect of your musical magic if you use your voice as a component.

* Lingering Harmonics: The effects of your performance remain for (Proficiency /10) minutes after you stop.

* Captive Audience: Add (Proficiency /5) to your Charisma check to entice people to stop and enjoy your performance.

* Subduing Song: So long you don't take hostile action and keep performing, subtract (Proficiency /5) from all Skill and Attribute tests of creatures actively attacking others.

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Perks:

Metabolic

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

* 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 nearby.

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 (unique): 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.

* Fairy Ring Gate (rare): When standing on a fairy ring, you can spend (10*[distance in Km/5]^2) MP to open a gate to any other fairy ring you visited previously. The gate stays open for 1 minute or until you dismiss it.

* Create Fairy Ring (very rare): Invest (10,000* (radius in meters)^2) MP on a patch of mushrooms over a whole day to grow them into a fairy ring. Fairy rings and anything inside them are invisible to non-fairies. Fairy rings can only be created in primeval forests. Significant destruction of the forest destroys the fairy ring.

Mermaid

* Dolphin Speech (rare): You can speak and hear normally underwater. You can speak in ultrasonic frequencies.

* Hold Breath (uncommon): You can go up to (20+Endurance) minutes without breathing. Multiply the amount of time for suffocation by 5.

* Dolphin Hearing (rare): You can hear in the ultrasonic spectrum up to 100,000 Hz. You can communicate both ways with dolphins.

* Cetacean Sleep (rare): When you sleep, you keep half of your basic functions. Your awareness is reduced only by a quarter of your Mind Score.

* Coral Singer (very rare): You can spend MP and SP to nurture, heal, and grow coral. The effect scales with your musical ability.

* Coral Shaper (ultra rare): You cannot be harmed by contacting living coral. You can use your Coral Singer ability to shape coral.

* Pierce the Veil (very rare): You can create a rend in the veil between this world and the ethereal plane. This allows you to cross over to the immaterial world and back.

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.

* Merfolk Royalty (very rare): You are part of the merfolk royalty. Your resource regeneration doubles when underwater. All merfolk and aquatic creatures' reactions shift one step in your favor. You gain 1 HP and 1 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 category while in a wooded environment.

* Fertile Womb (very rare): You have a 100% increased chance of achieving conception through intercourse with a fertile male. You have an 80% reduced chance of miscarriage. You have double chances of twins or triplets. You have a 20% better chance of conceiving daughters. Childbirth is 80% easier and less stressful. This perk will be granted to your daughters.

* Birth Control (rare): During intercourse with a male, you can decide whether to allow a chance of conception or not. This perk will be granted to your daughters.

* Rest and Relaxation (rare): The beneficial effects on your body and psyche from relaxing and comforting items and actions are enhanced by 100%. This perk will be granted to your offspring.

* Tree Refuge (ultra-rare): When using Tree Stride, you can instead opt to teleport into a tree refuge, a circular forest meadow twenty meters across that is inaccessible by any other means. You always access the same refuge. Objects left in the clearing will be there once you return. Time passes in the clearing normally when you are not there. When you cross out of the clearing, you return to the tree you entered from.

* Royal Privilege (very rare): When you made your Royal status clear, you are exempted of punishment for low justice crimes and can expect no more than some fine for middle justice crimes, regardless of jurisdiction.

* Royal Aura (very rare): You can use body posture to exude a regal aura for 100 MP per second. All non-royals in Charisma meters that antagonize you suffer a penalty equal to half your Ego score to all Skills and Attributes. Everyone in the area knows your location and status. Stealth is impossible while the aura is active. The aura deactivates if you drop your regal posture.

* Royal Exp Tithing (ultra-rare): You earn 0.5% of all Exp the subjects of your realm sworn to you gain. Should they be sworn to other Royals with this Perk, the Exp is split half to the sovereign and half to the others.

* Merfolk Royalty (very rare): You are part of the merfolk royalty. Your resource regeneration doubles when underwater. All merfolk and aquatic creatures' reactions shift one step in your favor. You gain 1 HP and 1 MP per level.

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 two categories against those enemies. You deal double damage against them and take 50% less damage from them. 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 Reduce all damage from other sources than your Duel's target by 40% and spend MP to deal x3 damage if you do not strike other targets. The target 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.

* Avenger's Resilience (very rare): When fighting a target of your vengeance, you take 25% less damage from them. Debuffs and other effects from your targets are 25% easier to resist and last 25% less.

Ghost / Undead / Spirits:

* Drain Longevity (very rare): 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): Immune to blight. Staying on blight heals you for 20% of the damage.

* Spread Blight (rare): You spread the blight naturally in places where you stay for a long time. The speed of propagation depends on your MP pool.

* Phase (ultra-rare) You can spend 100 MP per second to turn yourself incorporeal. When inside an object, you can hear outside normally and see up to 3 meters away from the object's surface. Failure to pay the upkeep inside an object can be fatal. You can still manipulate solid objects.

* 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 willing contract between 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. You can lend SP to a spirit you contracted 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. If used in tandem with an attack deal 200% extra damage.

* 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.

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Senses:

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

* Detect [Monster, Assassin Contract, Favored Enemy, Spirit, Living Sentients, Tremorsense, Echolocation] (very rare): You can sense them in a range 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.

* 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 [SQRT(Mind) - 3, minimum 1] meters. You have a rudimentary notion of texture and color. This ability is blocked by physical obstructions, including clothing and equipment.

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

* 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.

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

* Lucky Spotter (very rare): Add RANDOM [-10 , (Luck /2)] to the Mind to sense something hidden.

Status / Skills:

* 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.

* Project Fake Status (unique): 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.

* 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: 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%.

* Speedrunner I (ultra-rare): 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's initial reactions are one step more favorable 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 incapable of performing 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.

Offense:

* Vorpal Teeth (ultra-rare): Your critical hits using Bite can sever limbs or necks.

* Vorpal Claws (ultra-rare): Your critical hits using Claws 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. Add half your Strength score to your Skill to determine if you can disarm a target.

* 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.

* Blood Sacrifice (rare): You can spend (weapon base damage ^ 2 ) HP to imbue a melee attack to deal double damage.

* Glorious Charge (rare): Your Charge attacks now stuns the target for 5 seconds if you win a contested Strength vs Endurance test.

* Flash Step (ultra rare): You may move up to (Strength) meters instantly, ignore obstacles, and deal triple damage.

* Arcane Smite (very rare): Once every 30 seconds, you can spend MP equal to the square of the weapon's base damage to convert your attack damage to Arcane and deal 3x damage.

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 snake 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.

* Improved Snake Fortress (rare): You can coil your snake tail around you, creating a defensive position. You take 40% less damage from all sources. You are twice as hard to move. You can hold one large creature or its equivalent inside your folds. You can move at one tenth of your move rate.

* 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.

* 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.

* Light Lamia (ultra-rare): Your scales may glow with intensities from a faint luminescence to as bright as daylight. You are immune to blindness and glare. When your scales shine brightly, all Light and non-necromantic Spiritual magical effects are doubled.

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 (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 (Dexterity/4) creatures no further away than (Dexterity/4) meters. All projectile attacks that target one of these creatures strike 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): When incorporeal, you have a 20% chance of ignoring damage.

* Hardened Mana Shield (very rare): 25% of the damage you take from any source is subtracted from MP.

* 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 (1+Luck/100)*25% chance to avoid it.

* 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.

* Improved Prismatic Skin (ultra-rare): Your skin absorbs 15% of the base magic damage 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.

* 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. Double again when burrowing or swimming.

* Absolute Clinging: You can cling to any surface without damaging it, including force constructs. No force can dislodge you.

* Climb Giants (rare): While riding an enemy larger than you, you gain (Dexterity)% to attack and defense against that creature.

* Drop from the Saddle (rare): You gain 25% evasion bonus while riding a creature. Attacks that miss you hit your mount.

* Unwilling Ride (rare): Hostile creatures you ride have a penalty equal to (Dexterity)% to attack or dislodge you.

* 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%.

* Water Jet (very rare): Spend (100 *X) MP / second to multiply your speed underwater by (X+1). Reduce the base cost from 100 to 20 in 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): Multiply your Exp gains by (8 ^[ Enemy's Rank +1]).

* 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 up to (Charisma/2) willing friendly targets no more than 200 meters. Exp from all kills any of you score are split evenly. Each target uses their own multipliers.

* Exp Transfer (very rare): Multiply the range for all Exp transfers by 2.

* Improved Exp Split V (very rare): When splitting Exp between a group, you treat the group as if it was 67% smaller.

* Boosted Exp Split V (ultra rare): Those you share Exp with gain 205% more Exp.

* Champion's Spoils V (ultra-rare): If you win a challenge, you gain 205% 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], [Giants]

* 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. This damage do not regenerate. Target loses 1 Strength and Agility for each strike, up to half its original Attribute.

* 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 Slayer (ultra-rare): You deal 50% extra damage against your favored enemies.

* 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%.

* God Slayer (unique): Your attacks against Gods deal four times normal damage and drains an equal amount of their GP. This damage takes ten times longer to regenerate. One attack every minute ignores all of the deity's defenses.

Spellcasting Styles:

* Sorcery (uncommon): You rely on willpower and imagination to create any effect you can imagine at a greater MP cost and reduced effectiveness.

* Spell-Song (rare, situational): You can cast spells you know with song. The spell ends if the song ends.

* Wizardry (uncommon): You use precise spell-formulas. You must learn the formula before casting a spell, and must be cast within its parameters.

Magic Modifiers:

* 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). Multiply the MP cost of a spell by (X^2) to increase the damage, effect, or area by X (pick one at the time of casting).

* Crystallize Spell (very rare): Use a Magic Core to 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 continue to gain MP even after reaching your maximum. Divide the MP gained by (2 +1 per 25% above the maximum).

* Magic Gourmet (ultra-rare): Apply the Eat Magic modifier right after all the multipliers. Absorb 2% of the damage prevented by Eat Magic 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 50% stronger.

* Magic Affinity* (varies): [House, All Elements**, Force, Nature, Bardic, Necromantic, Healing, Ritual]. You require no chant or gestures to cast spells of these schools of magic. Increase effect by 50% and reduce cost by 50%. (** Fire, Water, Ice, Wind, Earth, Lightning, Light, and Darkness).

* Weapon Witchcraft (ultra-rare): You can perform a ritual during a night with a full moon to bind a weapon to you. That weapon can be used as the focus of your spellcasting. When wielding it, you can cast a spell simultaneously with a weapon attack.

Spell-Singing [*] As these perks are linked to a Path, she loses access to them if she switches to another Path.

* Weapon Witchcraft (ultra-rare): You can perform a ritual during a night with a full moon to bind a weapon to you. That weapon can be used as the focus of your spellcasting. When wielding it, you can cast a spell simultaneously with a weapon attack.

* Glissando (rare, situational): Increase the pitch of your spell-song to increase effect and maintenance MP cost.

* Fortíssimo (rare, situational): Double the cost and the spell-song volume to double the effect or damage.

* Pianissimo (rare, situational): Double the cost and lower the spell-song volume to a whisper to cast stealthily. Subtract your Charisma from the perception test to detect your spellcasting.

* A Capella (very rare, situational): Pay (X^2) MP per second to increase one physical Attribute by X. You can fight and move normally while using this spell-song.

* Adagio (rare, situational): Slow down your spell-song’s pace to halve MP maintenance cost, reduce damage by half and double the duration.

* Staccato (very rare, situational): Pulsate the spell-song to fast-cast the same spell as many times you want. You must pay the cost of each spell.

* Chord ( very rare, situational): Sing in chords to mix the effects of two different spells on the same target. You must pay the cost of each spell.

* Arpeggio (ultra-rare, situational): Sing the chord notes in sequence to chain the linked spells’ effects.

* Song of Enrapture (very rare, situational): Your song can entrance listeners, causing them to stop and listen. Any act of aggression breaks the effect and makes them immune to your non-offensive songs for a few hours. Resisted by Charisma and Ego

* Reprise (very rare, situational): Repeat the previous spell-song but pay three-fourths of the cost.

* Ritornello (ultra-rare, situational): When using Reprise more than once, lower the cost by a tenth with each repetition to a minimum of one-tenth of the original cost. You must pass an Endurance test to repeat more than twice. The difficulty increases with each repetition.

* Coloratura (very rare, situational): Change the key of your song to alter the element of your ongoing spells.

* Falsetto (very rare, situational): You can sing one octave above your normal vocal range. Your spell-songs have a chance to deal critical damage.

* Major Chord (rare, situational): Chord now mixes three spells, with double the MP cost and cast time.

* Allegro (rare, situational): All your spell-songs are twice as fast but cost 50% more and lose 25% potency. You gain a 50% movement bonus and a 25% dodge bonus. The allegro ends if an enemy lands four attacks in a row.

* Sonata (very rare, situational): Select two spell-songs. One offensive and one defensive or support. You can cast them alternating during your sonata at half the MP cost and double the efficiency. The sonata ends if you cast a different spell.

* Adagio (very rare, situational): All your spell-songs take twice as long to cast. You move at a quarter of your normal speed. You take 75% less damage and have a 50% dodge bonus. You learn one random piece of Status information of an enemy every time they attack you. The adagio ends if you move faster than a quarter speed or when an enemy lands four attacks in a row.

* Minuet (very rare, situational): When fighting a single enemy, you move twice as fast and take 50% less damage from all attacks. Your attacks and spell-songs are twice as fast and 50% harder to evade. The minuet ends if you attack a different target or when the target lands four attacks in a row.

* Scherzo (very rare, situational): When fighting several enemies, you move twice as fast and have a 50% dodge bonus, but take 50% more damage. Every time you evade an attack, the enemy loses 10% accuracy, cumulative. The scherzo ends if you drop below 50% HP or if a single enemy lands four attacks in a row.

* Fugue (rare, situational): You forfeit any offensive action. You move twice as fast when going away from your enemies and have a 100% dodge bonus. You take critical damage if an enemy lands a blow. The fugue ends if you are hit or if you perform an offensive action.

* Rondo (very rare, situational): Select one spell-song. You alternate between this spell-song and others without repeating the intercalated spells. Each spell after the first in a rondo is 50% stronger. The rondo ends if you don’t cast the main spell after a secondary or if you repeat a secondary spell.

* Fermata (ultra-rare, situational): Hold a note or a pause in your spell-song for up to SQRT(Endurance) seconds. If you hold a note, the spell cannot be countered or broken during the fermata but deals no damage. if you hold a pause, you cannot move or cast spells but all attacks on you deal 90% less damage. This defense cannot be pierced.

* Diva’s Presence (very rare, situational): When performing, people within Charisma meters that are not engaged in combat will be enraptured and prone to watch your performance unless attacked if they fail a contested Charisma test. Modified by your positive or negative reaction modifier.

* Captive Audience (ultra-rare, situational): You gain a tenth of the resource regeneration of the spectators affected by your {Presence} that aren’t engaged in combat, regardless of disposition toward you. The targets do not stop recovering resources.

* Standing Ovation (very rare, situational): When you score a critical hit, you regain 0.1% of your maximum resources for each spectator your {Presence} affects, up to a maximum of 25%.

* Aria (ultra-rare, situational): When performing alone, your solo song has a chance every minute to convert a combatant into a member of the audience as per your {Diva’s Presence}. An enemy that resists three times cannot be affected further. Affected enemies drop out of combat. This does not work on enemies perceived by their peers as leaders.

* Center Stage (ultra-rare, situational): Enemies cannot target your allies unless they win a contested Willpower plus Charisma test against your Charisma plus Ego. They can target your allies if they score a hit against you.

Anti-Curse

* Suppress Curse (rare): Once per day, ignore one curse for 1 hour.

* Countermalediction (very rare): If you have the time and resources to create a ritual, reduce the cost to lift a curse by 40%.

* Blessed Luck (very rare): Curses are [25*(1+Luck/100])% as hard to land on you and [35*(1+Luck/100)]% as easy or cheap to remove.

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

* Improved Erode Curse (unique): Apply double your excess MP and SP regeneration to erode a curse, making it easier to break it. When the cost to break the curse becomes 1 MP, it is automatically lifted.

Mana Wellspring:

* Mana Wellspring* (very rare): Double the MP regeneration of all creatures in (Soul x[8~10]) meters around you or a point in space. Targets do not notice it unless they pay close attention to their MP regeneration. You can choose to exclude targets by reducing efficiecy by 75%. Excess MP from targets is siphoned to you. You gain 5% of any MP used to cast any spells.

* Manastorm* (ultra-rare): You can choose to deal damage instead of improving regeneration. Deal Arcane HP and MP damage equal to (Target's MP Regen x5 x Your Magic). It cleanses Blight and damages undead even if they are immune to MP drain.

* Eye of the Manastorm* (ultra-rare): You can designate a spot at the center with a radius no bigger than (Soul /2) meters where your Manastorm is a Wellspring for friendly creatures, doubling HP recovery as well as MP. They gain 97% damage reduction if don't take a hostile action. The protection is canceled only for the individual that attacks and resumes after 5 minutes without attacking.

Healing:

* Improved Spiritual Healing (very rare): Spend SP along with HP to triple the efects of a healing effect to a creature.

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

* Heal the Other Side (very rare) You can heal undead creatures.

* Extreme Metabolic Efficiency (ultra-rare): Your need for air, food, water, and sleep is reduced by 96%.

* Elemental Healing* (ultra-rare): 10% of all Fire, Corrosion, Cold, and Light damage before reductions heal you.

* Healing Waters (very rare): You can use water magic to heal living creatures.

* Second Wind (uncommon): Three times a day, once every fifteen minutes, recover 5% of your maximum HP.

* Sunlight Regeneration (ultra-rare): When exposed to natural sunlight, your resources regenerate 50% faster.

Last Chance

* Last Chance* (ultra-rare): Target up to (Soul/10) creature that died no more than one hour ago. Spend SP equal to the maximum HP of the creature. That creature with full health but have their Strength and Dexterity reduced to 1 for 1 hour.All debuffs and ailments are removed. 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.

Shapeshifting:

* Moonbound [Black Jaguar] (ultra rare). You can transform into a were-jaguar hybrid form or a jaguar.

* Fast Shift (rare): You require only one second to transform.

* Strengthened Animal Shapes III (rare): When you transform into an animalistic form, Increase your physical Attributes by 12.

* 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.

* Fairy Animal Shapes* (rare): You can spend MP to shapeshift into animals up to eight meters long. You can also become dire versions of the animal, gaining defense and damage. You retain your Attributes and other characteristics but gain those inherent to the animal. 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. You can speak normally when transformed.

* 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.

* Chimeric Transformation (ultra-rare): You can shift parts of your body while keeping the rest the same. You can mix parts of several forms with great control.

* Shapeless Moonbound Regeneration (unique): Regardless of form, your HP regeneration 24 times faster for any wound not inflicted by a source you are vulnerable to.

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

* Improved Regeneration (very rare): Add [Base HP/4] to Endurance to determine your Regeneration rate.

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

* Stable Shape (rare): Add Ego/2 score to resist effects that force you to change shapes.

Attributes

* Pioneer of Ego (unique): As the first-ever creature in the System to reach a hundred points in Ego, you gain a 50% bonus to your maximum HP, MP, and SP.

Surpasser:

* Surpasser XXIV (unique): Increase the cap of all attributes by 220%. You get 24 Attribute Points every 40 levels.

* Enhanced Attributes X (unique): Unlocks all Attributes. You gain +10 bonus points to All Attributes.

24/100 Points withheld.

Skills & Classes:

* Extra Skill Point III (very rare) You gain three extra Skill Points per level. Gain +1 proficiency / 5 levels to all your professions.

* Pioneer Professional (unique): When this profession levels up, you gain +1 proficiency / 5 levels. Chemist: Reactions are 20% more likely to happen as intended and yield 20% more (up to 100% of the reagents). Surgeon: Reduce bleeding and recovery time of patients by 20%. Silkweaver: Your silk is 20% stronger and weaves 20% faster.

* Fourth Path: you can have four paths.

* Path Fusion I: You can fuse two paths of the same rank and level. The combined Path rarity is one above the average of the fused paths. You must drop traits above the limit of the new Path.

HP, MP, SP

* Strengthened Health (ultra-rare). Add Half of your Strength, Dexterity, Willpower, Soul, Magic, and Ego to HP pool.

* Magical Soul (very rare): Add half your Endurance, Dexterity, Mind, Willpower, and Magic score to SP pool.

* Spiritual Magic (very rare): Add half your Endurance, Dexterity, Mind, Willpower, Soul, and Ego to MP pool.

* Draconic Constitution (ultra-rare): 50% Increase Attribute to HP.

* Extra Resources (very rare): You gain 36 HP, MP, and SP. You gain 2 HP, MP, and SP every level.

* SP Substitution (ultra-rare). You can spend SP instead of MP.

* Indomitable III (rare). Multiply the negative HP threshold for dying by 1,000.

* Eldritch Body (very rare): At zero HP, halve all damage and apply to MP until HP recovers above 50% of maximum.

* Drain Magic Core (very rare): Drain a level of a Magic Core to restore 2% of your maximum MP.

* Extra Resources:

Familiar

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

* Guardian's Return (very rare): Your familiar can instantaneously teleport to your location for 1,000 MP.

* 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. 50% of the remaining damage is dealt to 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.

* Share Item Box [Familiar] (ultra-rare): Your familiar can access your item box, storing and retrieving items. When your familiar access the item box, you both pay the MP cost.

Special:

* Don't curse me Homies! (unique): The cost to bestow curses on you is incresed by a factor of 100.

* Divinity Absorption (unique): Any use of divine power targeted at you or the area you occupy is nullified.

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

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

* 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 (unique): 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], [silk-folk], [star elf], [prismatic lamia].

* 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.

* Bygnone Hero (unique): Whenever you use an ability that requires your life to activate it, you don't die at the end of the ability's effect. Instead, gain the "Bygone Hero" condition. No longer gain experience points. Lose a level of your Species and Class every thirty days. You die when you reach level zero. This loss of levels does not affect any other traits, except your basic HP, MP and SP. You cannot activate skills that require your life while under the effects of Bygone Hero. No other trait or ability can stop you from dying or losing levels until you die. The Bygone Hero status is removed after death.

* Administrator Hotline (ultra-rare): You can send messages to the System Administrator and vice versa. This does not reveal any of the parties' location.

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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.

* Lesser Feeblemind (rare): Your mental Attributes' cap is set to seventy-five.

* 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].

* Twinkle Little Star (unique): The attribute caps for rank zero are all set to one.

* Major Decrepitude (ultra-rare): The Attribute cap for your Physical Attributes is 20% of the maximum.

* Major Feeblemind (ultra-rare): The Attribute cap for your Mental Attributes is 20% of the maximum.

* Major Magic Deficiency (ultra-rare): The Attribute cap for your Magic Attribute is 20% of the maximum.

* Major Feeble Soul (ultra-rare): The Attribute cap for your Spiritual Attributes is 20% of the maximum.