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In Loki's Honor
Life 29 - Chapter 10 - Kill-Stealing

Life 29 - Chapter 10 - Kill-Stealing

Imagine one of those “evolution of man” panels. Now, put any animal, let’s say, a fox, on one side and a human on the other. Good. Let’s fill the middle with three other creatures. Next to the animal, we will put a werefox. This is a shapeshifter that can assume the shape of a fox, the shape of a man, and a hybrid combat form. Were-foxes were normally the smaller among the fox-kin, with heights around 150cm(4'9’’). The middle spot goes to the Kitsune. They werefox beast-kin with a lot of fur on their bodies, but with a human’s body shape and range of height and weight, unlike the were-fox, a fox’s tail, and the head of a fox. They can’t shapeshift but they have a great magical ability and the property of growing tails for each magic form they master. My biological father was a kitsune [Bard]. Next to the human, we have the fox-kin, a kemonomimi as the loanword from the Japanese goes. These people have a fox's tail and fox ears, and maybe some fur on their bodies but aside from those two animal characteristics, they look exactly like a human.

Almost all Kin clades had these three intermediary sub-species. The wolf clade, for example, had the world-famous werewolf, the Lycans, and the wolf-kin. Like most people species, they could cross-breed freely.

Due to my dwarven heritage diluting the kitsune “blood”, I didn’t have a fox’s head or a muzzle. And speaking of dwarven heritage, I was flying that way after my meeting with Kazuyran. If the dwarves blocked outsider access to the Black Dragon Dungeon, it meant two things. One, the stout fuckers were out of their drunken heads. The Dungeon did not belong to them. And two, they weren’t doing their fucking job, killing mobs and culling it as they should, I was sure of it.

Not one to let an opportunity at free Exp pass, I decided to take a gander and check it out. An open-air Dungeon had its benefits and drawbacks. One of the drawbacks was that it was awfully exposed to flying intruders. But since the monsters there was all undead, flying predators looking for a meal avoided the place. Nobody liked eating undead meat.

Invisible, I flew around the outer perimeter under the cloak of the long nights. The warded walls were working as intended. They kept the blight from spreading out and also repelled the soul fragments that floated around in the Dungeon air. That kept monsters from spawning near the walls and most from approaching them.

The inner keep was with a reduced garrison. The dwarves stationed there were neither training nor attacking the undead unless the monsters drifted too close to the walls. They were just keeping the place secure. No problem with the wards there either.

Satisfied with the maintenance of the place but not with its use, I went around and landed on the far end of the keep next to the walls. The enchantments weren’t made to keep people from coming in over the wall, it was made to keep the monsters from flooding out.

The undead in this Dungeon was not humanoid. They were monstrous versions of the local fauna, with rotten bears, poison wolves, and bony cougars. The variety was big and the types could be mixed.

For example, the pack of rabid ghoul squirrels I found skittering near the wall. They were my first opponents. The vicious fellows ran toward me when they sensed my living flesh. I never understood why mindless undead craved the flesh of the living so much. But I also never studied the undead deeper than what was necessary to kill them efficiently.

I started to sing. An area spell would be the best to kill the little fuckers faster but anything flashy would draw too much attention. I started to cast an {Explosive Fireball} spell but right before it was finished I used {Coloratura} and changed the key, causing the spell’s elemental affinity to change from fire to wind. I let the now invisible orb fly toward the front of the pack of ghoul squirrels.

> For killing level 28 rabid ghoul squirrel, you gained 401,957 Exp (Base 23,926 x5 Fast Learner x3.36 Favored Enemy)

>

> [...]

>

> For Killing level 34 rabid ghoul squirrel, you gained 592,670 Exp (...)

The spell killed about forty of them, the whole pack. Despite their bodies being automatically stored upon death, a fine mist of gore spread around, scattered by the winds.

I felt the blight thicker than usual and turned on the {Manastorm}. Moving closer to the central lake, I let the monsters come. I kept {Light Elemental} in reserve and activated the other two Attribute-sapping auras. The monsters came, slowed down as they reached the auras and I rained death on them.

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I didn’t go all the way to trigger the Dungeon boss, the strongest monster drinking from the water tainted by the Black Dragon’s blood and empowered by the Exp from his unsuccessful challengers and luckless prey. The Dungeon regulated itself to a degree by having its monsters prey upon each other. But while I might defeat the mighty undead beast, it would certainly force me to go all-out. That would be bad as the sentries at the fort would surely notice me.

Instead, I went around in a wide circle, killing more monsters as the manastorm enraged them. I kept an eye on my Exp and levels. First, I evened out both Class and Species, then brought both all the way up to level sixteen, for two and a half billion Exp.

I’d be damned if these Exp changes didn’t make my life a bit easier. People would level up faster and become worth more Exp in the end. That would raise the average levels in the world by a great amount.

I was too close to the garrison. Any more fighting might aggro the monsters near the dwarves and they would notice. I became invisible, spread my wings, and took off. It was good to fly without shapeshifting for a change.

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Back at the orphanage, I checked my level-up notifications. I was eager to get my Class rank-up, as there was a very sweet set of Perks I wanted to take. I carefully spent my Perks in order to unlock them.

> You reached half-dwarf trickster level 16

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> You gained 9 rank 1 Species Perks

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> You gained 16 Attribute Points

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> Ultimate Surpasser granted you 22 Attribute Points

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> You reached Novice Crafter level 20

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> You gained 3 rank zero class perks.

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> Ultimate Surpasser granted you 8 Attribute Points

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> Your Class ranked up into Journeyman Crafter (5-fused, Ultra-Rare++, rank 1).

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> 1 Strength, Willpower every odd level.

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> 1 Endurance, Magic every even level.

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> nothing, 1 Dexterity, 1 Mind, and 1 Luck, alternating every level.

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> 1 Perk every even level

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> 10 HP and 8 Energy per level.

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> You gained 1 technical proficiency

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> You reached Journeyman Crafter level 16.

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> You gained 8 rank 1 Class Perks

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> Ultimate Surpasser granted you 22 Attribute Points

I was surprised by the Class rank-up. I didn’t gain any improved Attributes or Resource points, but another technical proficiency. Keep’em coming, I say!

The versatility of the Kitsune Perks left me perplexed. There were two main trees, a rarity considering species other than humans. The seducer, the mystic, and the trickster. Seducer focused on beguiling and enticing members of the opposite gender. Big nope. Mystic used the kitsune tails to empower their magic. And tricksters could create illusions, transform, disguise, and set traps. Despite the "trickster" denominator in my species rank-up, all three were available and would remain so. I’ve never heard of species Perks becoming unavailable after a rank-up. I focused only on those that would solve my tail problem and enhance my magical abilities. Seducer didn’t strike my fancy at all, and tricksters were too gimmicky.

> * Multi-Tail Control (very rare): You can control several tails as easily as you do one.

> * Multi-Tail Dexterity (very rare): You can use your tails to manipulate objects in concert or independently. You cannot lose your balance if you have more than 4 tails.

> * Kitsune Fire (rare): You can create a torch-sized flame of the same color above each of your tails forming a ring. Each flame bears the affinity of that tail and can be used as an attack dealing (Magic/2) base damage of that affinity. Non-elemental affinities may do nothing or create special effects.

> * Hidden Tails (rare): You can hide all of your tails but one in a subspace. Tails take one second to retract or extend. You can also hide the elemental affinity of your tails, making them look normal.

> * Tail focus (very rare): If the tail matching the affinity of the spell you’re casting is not hidden, that spell has a 25% stronger effect.

> * Regrow Tail (very rare): Regrowing a tail takes only as long as regenerating 4% of your maximum HP.

> * Elongate Tail (rare): Your tail can lengthen up to (Endurance + 50)% of your body length.

> * Tail Channeling I (very rare): Spells cast with your tail focus are 25% cheaper to maintain.

> * Tail Channeling II (very rare): Spells cast with your tail focus are 45% cheaper to maintain.

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>  

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> * Deconstruct (rare): If you have time to deconstruct a crafted item, you have a (Mind/2+10)% chance of learning how to make it if you have the right proficiency.

> * Watch the Master (uncommon): If you watch someone craft an item, you have a (Mind+25)% chance of learning how to make it if you have the right proficiency.

> * Mother of Learning (rare): If you fail at crafting an item, all future attempts to make the same item have a cumulative 0.5% higher chance of success.

>

>  

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> * Quality Tools (uncommon): Tools you craft for your own proficiencies are 25% more effective.

> * Durable Products I (uncommon): Your non-consumable creations have 20% more durability.

> * Durable Products II (uncommon): [...] 44% more durability

> * Durable Products III (rare): [...] 72.8% [...]

> * Superb Quality (very rare): Your non-consumable creations have double durability and take 50% less damage. They are 10x more valuable.

> * Learning Curve (uncommon): When selecting a new technical proficiency, you gain 10 fast-growth points

> * Learning Curve II (rare): [...] 20 fast-growth points

> * Cross-Proficiency Sinergy (very rare): When selecting a new technical proficiency, you gain fast-growth points equal to 20+ SQRT(your highest technical proficiency).

I had no reason to spend my proficiencies right away. However, my [Master of Magic] Perk granted me free [Spellcaster] proficiency and I had three new abilities to pick.

> Spellcaster [ 647 ] . Select 3 abilities

>

> * Spell Hardening: Your magic is (Proficiency/10) harder to dispel.

> * Persistent Circle: Your wizard spell circles can be reused up to (Proficiency/20) times.

> * Lengthen Magic: Your magic lasts (Proficiency/10)% longer. The maintenance interval increases by the same amount.

My "Apprentice Day" was a few months away. I could wait until my new master taught me the basics and I gained some proficiency from training to make my choices. Since the earliest points were the easiest ones to get, assigning my Proficiencies now would be a loss.

I reviewed my proficiencies. The list was huge but I liked the new system. The old Skills were too bland.

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General - Open to everyone. Can only be increased by training.

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Appraiser [210]: 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 (Proficiency/3) 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.

* Discern Class: You get some information about the target's active Path.

* Appraise Magic: You can detect magical effects on your targets.

* Evaluate Materials: You can get detailed information on crafting materials.

* Estimate Threat: You can sense how dangerous a creature is, compared to you.

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Weapon Proficiencies - Growth Rate: 289.90%

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Blades [ 267 ]: You are proficient with all kinds of bladed weapons.

* Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Sage: (2*Proficiency)% damage.

* Master: Deal (Proficiency/25) extra d10 damage.

* Strong Grip: You cannot be disarmed by those with lower proficiency.

* Critical Chance: Add (Proficiency/10)% to critical chance.

* Critical Damage: Add (Proficiency)% to critical damage.

* Sharpness: Add (Proficiency/5) to base damage.

* Bladekeeper: weapon ignores (Proficiency/2)% of damage received.

* Reach IV: Increase your weapon's reach by (Proficiency/16) centimeters.

* Passive Parry: Add (Proficiency/5)% to evasion rate. If you fail to dodge, you can try to parry.

* Active Parry: Add (Proficiency/5) to your Dexterity checks when you attempt to parry.

* Riposte II: If you parry a blow, you can attack immediately with a damage penalty equal to (100 - Proficiency/4)%

Clubs [60] You are proficient with One-Handed Bludgeoning weapons.

* Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Master: Deal (Proficiency/30) extra d12 damage.

* Staggering Blows: Hits stagger enemies for (Proficiency/300) seconds.

* Numbing: Hits numb opponents, reducing combat proficiencies by (Proficiency/10) for (Proficiency/30) seconds.

Spear [ 180 ]:

* Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Heave I: Thrust your spear at an enemy in front of you, dealing (Proficiency/2)% extra damage. You cannot attack for 2 seconds afterward.

* Precision Strike I: Add (Proficiency/2)% bonus accuracy.

* Quick Strikes: increase attack speed by (Proficiency/5)%

* Distracting Sweeps: Casters under attack cast (Proficiency/10)% slower.

* Mage Killer: Casters under attack must spend (Proficiency/5)% more resources.

* Cornering Attacks: You stagger opponents who dodge for (Proficiency/2000) seconds.

* Sharpness: Add (Proficiency/5) to base damage.

* Master: Deal (Proficiency/50) extra d20 damage.

* Shaft Twist: Dodging your attacks is (Proficiency/5)% harder.

* Triple stab: Summon (Proficiency/100) extra phantom spears. Roll to hit separately for each.

* Combination Strike: You slash then stab with the spear at once. The stab has a damage reduction equal to (100 - Proficiency/5)% damage.

* Unravel buffs: Pay 2,000 MP per attack. You damage one beneficial effect affecting the target with each successful attack. The effect costs (Proficiency/5)% [currently 36%] more to maintain or has its remaining duration lowered by the same amount.

Combat Technique [106] You are trained in several special moves.

* Giant-Fighting: When attacking creatures at least one size larger than you, gain (Proficiency/3)% to damage.

* Cruel Strike: Add (Proficiency/5) to base damage when attacking enemies that can't defend against you.

* Backstab: Gain (2*Proficiency)% bonus damage when striking an enemy's back.

* Sap: When you deliver a Backstab or Cruel Strike, you can forfeit the damage to knock the opponent unconscious for 6*[Base damage + Sum of Multipliers] minutes

* Throw Threads: You can throw threads at a distance of (Willpower x Proficiency/5) meters with a (Proficiency)% accuracy bonus.

* Wind Threads: Your threads ignore (Proficiency/2)% of air resistance and wind.

* Mind Blank: Delay your attack by (2 - Proficiency/100) seconds. It scores a critical automatically.

Myrmidon War Technique [106*]: The ability with large-scale combat, strategy, and tactics. Growth Rate: 362,37%

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Wild Warrior [300] You specialize in fighting with your natural weapons.

* Claw: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Bite: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Tail Slap: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Bleed Rake: Slashing attacks bleed for (Proficiency/5)% more damage and last (Proficiency/5)% longer.

* Bite Expert: Ignore (Proficiency/5)% of target's defenses.

* Vicious Bite: deal (Proficiency/5)% extra damage.

* Vicious Claws: deal (Proficiency/5)% extra damage.

* Claw Mastery: Deal (Proficiency/20) extra d8 damage.

* Bite Mastery: Deal (Proficiency/25) extra d10 damage.

* Sealed Throat: Ignore (Proficiency/3)% of harmful effects from things you bite

* Claw Criticals: Critical multiplier increases by (Proficiency/100).

* Vorpal Teeth: You have (Proficiency/5)% chance to sever a limb on a critical

* Vorpal Claws: You have (Proficiency/5)% chance to sever a limb on a critical

* Improved Critical: Add (Proficiency/10)% to critical chance.

* Enhanced Bite: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.

* Enhanced Claws: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.

* Squirt Venom: Range (Proficiency/5) meters, (Proficiency/5) damage.

* Frenzy: Spend (100 - Proficiency/10) MP to attack again 50% faster.

* Maim: Slashing attacks disable a limb for (Proficiency/10) minutes.

* Dislocate Jaw: Your bite damage is (Proficiency/150) sizes bigger.

Martial Arts [180] You can fight with bare hands and feet.

* Karate: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Judo: (Proficiency)% damage, (Proficiency)% accuracy, (Proficiency/20) meters throw distance.

* Aikido: (Proficiency/2)% extra dodge, accuracy of counterattacks.

* Quick-Step: (Proficiency/5)% extra movement when in combat.

* Combat Sense: Add (Proficiency/5) to sense hidden attacks or traps.

* Perfect Parry: Reduce damage from blocked attacks by (Proficiency/2)%

* Deflect Spells: Spend (500 - Proficiency) Energy to deflect (Proficiency/2)% of a spell's damage.

* Punch Kata: Add (Proficiency/30)d6 to your Karate base damage.

* 一教 (Ikkyo): When grappling with a humanoid enemy, retain (Proficiency/3) of your combat ability.

* 天地投げ (Tenchi Nage): Repels an enemy attempting to grapple you, throwing it away from you.

* Bo Kata: You can use a staff instead of your bare hands or feet.

* Inner Ki: Gain (Proficiency/20) base HP and MP.

Did you know this story is from Royal Road? Read the official version for free and support the author.

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Physical Proficiencies - Growth Rate: 241.58%

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Physical Mastery [ 601 ]: You have great control of your body.

* Constitution VII: Multiply your Resource Pools and Regeneration by (Ego x Proficiency/10)%

* Strong Bones: Increase bone resiliency by (Endurance x Proficiency/10)%

* Pain Retribution: When an enemy causes you pain, your next offensive action deals (Proficiency/3)% extra damage.

* Pain Channeling: When an event causes you pain, gain (Proficiency/10) extra Strength for (Proficiency/50) seconds.

* Accelerated Regeneration XV: Increase your HP regeneration by (Endurance x Proficiency/8)%.

* Instant Regeneration: Once per hour, whenever you are brought below (Proficiency/15)% of your maximum HP, recover (Proficiency/15)% of your maximum HP instantaneously.

* Flexibility: Increase the range of motion for your joints by 25 + (Proficiencyx10)%.

* Body Control: Add (Proficiency/10) to resist effects that steal control of your own body.

* Mind Shield: Add (Proficiency/10) to resist effects that steal control of your own mind.

* Regeneration Boost III: When under (40 + Proficiency/20)% of maximum HP, increase HP regeneration by (Proficiency/10)%

* Gain (Proficiency/15) base HP.

* Gain (Proficiency/50) Strength.

* Gain (Proficiency/50) Endurance.

* Gain (Proficiency/50) Dexterity.

* Mighty Grip: Add (proficiency/20) damage to two-handed weapons.

* Precision Movements: Increase Dexterity by (Proficiency/60). Add (Proficiency/15)% to stealth, evasion, attack, and critical hit chance.

* Damage acclimation III: After getting hit (100 - Proficiency/16) times with the same attack in the last hour, reduce all damage from that type by (Proficiency/16)%. Track different types individually. The bonus ends if you go for an hour without taking damage from that type.

Mobility [ 200 ]: Your movement is greatly improved.

* Long Jump: Increase jump distance (2*Proficiency)%.

* Double Jump: Skip and jump again on a horizontal or positive-angled surface. up to (Proficiency/20) times in a single bound.

* Jump Rotation: You can rotate up to (3* Proficiency) degrees mid-air, per jump.

* Precise Jumps: Increase jump precision by (Proficiency/2)%.

* Aerodynamic Control: Decrease wind interference by (Proficiency/3)%.

* Hiking: Increase overland movement rate by (Proficiency/3)%.

* Endurance: Reduce fatigue generated by movement by (Proficiency/3)%.

* Forced March: By doubling the fatigue, you can move (Proficiency/3)% faster.

* Fast: Increase all movement rates by (Proficiency/3)%

* All-Terrain Movement: Reduce terrain penalties by (Proficiency/3)%

Furtivity [ 502 ]:

* Roll with It: If you have room to tumble, reduce critical hit damage by (Proficiency/10)%.

* Dodge: add (Proficiency/2)% to evasion rate.

* Mitigate: Reduce damage from physical attacks by (Proficiency/10)%.

* Stagger: When you dodge a melee attack, stagger the enemy by (Proficiency/1000) seconds.

* Chain Breaker: Staggered enemies lose (20+Proficiency/10)% accuracy on the next attack.

* Stealth IV: Detection tests against you suffer a (Proficiency/2) penalty.

* Evade Traps: Half movement rate: your stealth works on traps.

* Ward Bypass: Half movement rate: your stealth works on wards.

* Sensory evasion: Your Stealth works for all senses.

* Surreptitious: Opponents need to win (1+Proficiency/200) tests to detect you.

* Light Steps: Reduce the pressure of your steps by (Proficiency/3)%.

* Trackless: You leave (Proficiency/3)%. fainter tracks.

* Muffle Sounds: Objects you are touching to make (Proficiency/3)% less noise.

* Track: Add (Proficiency/5) to your Mind tests to follow tracks.

* Giant-Fooler: against an enemy one size or bigger than you, add (Proficiency/10)% extra dodge and movement rate.

* Harried: Handle up to (Proficiency/30) enemies before your defenses suffer.

* All-or-Nothing: If you fail to dodge, spend (100*Damage/Luck*Proficiency) MP to evade the attack.

* Harried II: Handle up to (Proficiency/25) enemies before your defenses suffer.

* Evade Magic: add (Proficiency/5)% to evasion rate against spells.

* Barely Dodged: If you fail to evade, reduce damage taken by (Proficiency/20)%

* Master Dodge: (Proficiency/5)% to evasion rate.

* Disarm Traps: Add (Proficiency/5) to Dexterity to disarm traps. Requires tools.

* Ward Unraveler: Add (Proficiency/10) to Willpower to unravel magical wards. Spends MP.

* Fast Ward Unraveling: You unravel wards (Proficiency/5)% faster.

* Grandmaster Stealth: Add (Proficiency/5) to stealth tests.

* Escape Artist: Add (Proficiency/5) to escape bonds.

* Slippery: Add (Proficiency/5) to escape manacles, grappling, and other restraints.

* Slip Past Wards: Add (Proficiency/5) to move through wards without triggering them.

* Drain Magical Containment: Increase costs to restrain you through magic by (Proficiency/5)%. You gain (Proficiency/10)% of the extra spent resources.

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Mystical Proficiencies - Growth Rate: 241.58%

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Mental Mastery [ 475 ]: You have great control of your mind.

* Pain Resistance: Ignore (Endurance x Proficiency/10)% of painful sensations.

* Fear Resistance: Ignore (Willpower x Proficiency/10)% of fear effects.

* Centered Mind: Add (Proficiency/10) to all tests to pierce illusions and resist mental influence.

* Focused Meditation: If you stop to meditate, increase resource regeneration by (proficiency/5)%

* Meditative Center: If you stop to meditate, gain a new resistance test against mental and physical debuffs with a (Proficiency/5)% bonus.

* Extended Longevity: Increase lifespan by (Proficiency/10)%

* Prescience IV: Predict attacks (Proficiency/600) seconds before they happen.

* Improved Recovery X: Increase all recovery rates by (Proficiency/5)%

* Social Resistance: Ignore (Proficiency/5) of an opponent's positive Charisma modifiers.

* Intellect Fortress II: Mind readers gleam (Proficiency/12)% less information from your mind.

* Tower of Iron Will II: Even if you are mind-controlled, you retain (Proficiency/12)% of your consciousness.

* Decypher: Add (Proficiency/5) to your Mind tests to break ciphers.

* Automatic meditation: You enter a meditative state whenever you are idle or unconscious.

* Magic Circulation: Gain (Proficiency/15) base MP.

* Spiritual Focus: Gain (Proficiency/15) base SP.

* Sharpened Senses: All your senses reach further and give you more detail. The increase for both is (Proficiency/5)%.

Spellcaster [ 647* ] . You can give magic shape and purpose.

* Spell Power: (2*Proficiency)% damage, (Proficiency)% accuracy.

* Master Caster: (2*Proficiency)% damage

* Spell Efficiency III: Spells are (75)% cheaper [maxed].

* Grandmaster Efficiency III: Spells are (75)% cheaper [maxed].

* Wizardry: Your spells use diagrams. They are cheaper but slower to cast.

* Sorcery: Your spells use imagination and willpower. They are faster but more expensive.

* Spell-Song: You weave magic into your songs. All spells end if you stop singing.

* Moon Magic: For each moon in the sky, your magic is (Proficiency/15)% stronger and (Proficiency/30)% cheaper.

* Overcharge: You can spend 2x the spell's base MP to increase damage by 100%, up to (Proficiency/20) times.

* Core Charge: Use a Magic Core to fuel spells. Each level of a core is good for (Proficiencyx20) MP.

* Retroanalysis: Add (proficiency/5) to Mind checks to learn an enemy spell.

* Mana reservoir: You can store MP above the cap. For each (20+Proficiency/10)% of your capacity, divide the MP gained by 2.

* Elemental Resistance: You resist (75)% of elemental damage [maxed].

* Added Effect: Your elemental spells cause secondary effects.

* Spell Stability: Add (Proficiency/5) to the difficulty to unravel your magic.

* Blood Rituals: Use fresh blood to fuel spells. Each 10ml of blood is good for (Donor's Level + Proficiency/10) MP. Rituals take at least 1 hour.

* Curse-Breaker: Add (Proficiency/5) to Magic to break curses.

* Curse Subversion: Convert curses you break into Perks.

* Magic Resistance: You resist (75)% of all non-elemental spell damage [maxed].

* Spell Resistance: Add (Proficiency/10) to resist spells cast on you.

* Elemental Admixture: Combine 2 elements for added effects.

* Curse Resistance: Add (Proficiency/10) to the difficulty of cursing you.

* Harness Nature: Spells cast in the presence of an element are (Proficiency/2)% stronger.

* Dispel Siphon: Failed attempts to dispel your magic refill you for (20+Proficiency/10)% of the spent MP.

* Magic Prowess: Gain (Proficiency/15) base Energy.

* Grandmaster Spellcaster: Gain (Proficiency/50) Willpower.

* Mind over Magic: Gain (Proficiency/50) Magic.

* Magic Circuit: Gain (Proficiency/50) Mind.

* Mana Funnel: Increase your Energy regeneration by (Proficiency/10)%

* Summoner's Memory: You can memorize (Proficiency/25) summoned monsters. You do not need a Core to summon these monsters.

* Counterspell: Reduce the cost of counterspelling by (Proficiency/10)%

* Counterspell Mastery: Add (Proficiency/10) to your Mind checks to counterspell.

* Spirit Cultivator: Gain (Proficiency/50) Soul.

* Stalwart Persona: Gain (Proficiency/50) Ego.

* Blessed Star: Gain (Proficiency/50) Luck.

* Spell Hardening: Your magic is (Proficiency/10) harder to dispel.

* Persistent Circle: Your wizard spell circles can be reused up to (Proficiency/20) times.

* Lengthen Magic: Your spells last (Proficiency/10)% longer. The maintenance interval increases by the same amount.

* Path Least Traveled: Increase Magic by (Proficiency/60). You embrace no magical tradition as your own but take a bit from each. You can combine (Proficiency/200) Perks from other traditions into each spell you cast.

Assassination [91] - You are skilled in the art of ending lives.

* Share Contract: You can transfer information about a mark.

* Kill Strike: (2*Proficiency)% damage if the target has a contract and is unaware of you.

* Death Blow: Pay (1,000 - 2*Proficiency) MP to deal (4*Proficiency)% damage on an ambush.

* Sense Contract: You can tell the general direction and distance to a contract within (Mind x Proficiency/5) meters.

* Stun Strike: Your ambushes stun a target for (Proficiency/20) seconds.

* Deathberry Sap: Your ambushes cause poison debuff for (2*Proficiency) damage per second over (Proficiency/10) seconds.

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Technical Proficiencies - Growth Rate: 289.90%

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Leadership [181] You can handle people, tame creatures, and train them.

* Wrangling: You can tame creatures with a (Proficiency/5) Charisma bonus.

* Group Taming: You can tame (Proficiency/15) extra creatures.

* Fast Training: Creatures under your tutelage learn (Proficiency/5)% faster.

* Teaching: Increase pupils' Proficiency gain by (Proficiency/5)%.

* Class Teaching: You can have (Proficiency/10) pupils.

* Extended training: Your classes can last at most (Proficiency/30) hours for the same subject.

* Royal Order III: Add (Proficiency/3) Charisma bonus to force people to do your bidding.

* Loyalty Boost: Add (Proficiency/5) to subjects' tests to resist corruption and outside influence.

* Royal Command: Spend [Target's Willpower x SQRT(Ego) x SQRT(Soul)] Energy to add (Proficiency/5) to a Royal Order check.

* Quest Giving: Spend (100 - Proficiency/15) x Target's Base Exp value of your own Exp to give an individual a quest that awards Base Exp.

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[ 312 ]: 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.

* Property Prospection V: You have a (Proficiency/12)% chance to find new properties in rare or new ingredients. You can only inspect a single item type once.

* PH Measurement: You can measure the PH of a solution close to you with (Proficiency/4)% precision.

* Food-Grade Additives: You can create compounds safe for cooking and consumption. Increase the quality of products by (Proficiency/5)%

* Batch Brewing: You can brew (Proficiency/10) identical doses at the same time without loss of quality.

* Increased Quality: Your potions are (Proficiency/5)% stronger.

* Condense Pill: You can turn any potion into a pill. Pills take twice as long to condense and are (Proficiency/5)% stronger than the potion.

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[ 339 ]: 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)%

* Sacrifice Health III: Spend HP instead of Exp at a ratio of (200 - Proficiency/8):1.

* Conceptual Enchantments: You can enchant ideals into items, making them adhere to them and guide the user's moral compass.

* Storage Enchantment: You can create pocket dimensions inside objects. Size is (Proficiency/5) cubic feet.

* MP reservoir: You can enchant MP storage in items. The maximum value is (Magic * Proficiency^2) MP.

* MP generation: Requires a magic Core shard. Item can generate MP to either refill its own pool or the users's. Up to (Proficiency/5) MP/hour.

* Enchant Food: You can place single-use enchantments and spells in edible consumables.

* Structural Enchantment: Allows you to enchant affixed structures with stronger enchantments and at a reduced cost.

* Soul-binding: You can bind enchantments to a specific soul or to souls matching a criteria. Increase the difficulty to break the bond or bind to another target by (Proficiency/5).

* Increased Capacity: Your enchanted items get (Proficiency/10)% more points.

* Ignore Penalties: You ignore up to (Proficiency/10) points of penalties when attempting harder enchantments.

* Resonance Control: Increase your personal resonance tolerance by (Proficiency/10)%

* Inscribe Bone: You can enchant bone. Increase available points by (Rarity*Proficiency/10).

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[ 347 ]: 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 reaction 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 after it is completed.

* Diplomatic Retreat: If negotiations break into violence, add (Proficiency/10) to resistance tests and Evasion proficiency 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.

* Critical Mind: Negate (Proficiency/25) positive reaction modifiers from the other party.

* Detached Analysis: Negate (Proficiency/5) positive Charisma bonuses from the other party.

* Treaty Retreat: Your evasive Diplomat abilities may still trigger for up to (Proficiency/40) days after you complete an agreement.

* Diplomatic Immunity: If the other party becomes hostile, you suffer neither damage nor effects from their attacks for (Proficiency/50) seconds.

* Foreign Policy: When negotiating with foreign dignataries on your own territory, add (Proficiency/5) to all your contested Charisma and Willpower Attribute tests against them.

* Treatise Negotiation: You can split negotiations between two sovereign Realms in up to (Proficiency/5) small items and make contested checks for each of them. Unless you suffer a critical failure, neither of these tests anger the other party. All of them start at the same base reaction, though.

* Retaliatory Strike: If you are attacked during Diplomatic Immunity, you gain (Proficiency/30) bonus to two Attributes of your choice for the duration of the encounter.

* Subtle Leverage: You can use leverage without angering the other party and improve reactions by up to (Proficiency/25) steps, depending how important the leverage is for the target.

* Befriend: You can make offers that are clearly detrimental to you to shift reactions by extra (Proficiency/30) steps and allowing further tests. Has no chance of enraging the other party.

* Convert: You can make personal offers that entice an individual to come into your service. If openly offered, there's no chance to enrage. Add (Proficiency/5) to your tests.

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 [274]: 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: Add (5*Proficiency/30)% 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.

* Enrapturing Lyrics: Add (Proficiency/15) to all social attempts conveyed by your vocals.

* Control Acoustics: Reflect (Proficiency/5)% of the sound you generate going to one side toward the other, enhancing the volume going to the other side by that much.

* Phantom Instruments: You can summon (Proficiency/50) phantom instruments to accompany you at the cost of 50MP/s for each.

* Touching Performance: Creatures listening to your performance are (Proficiency/5)% less likely to ever forget it.

* Survey Audience: Add (Proficiency/5) to all perception tests to detect threats to your audience.

Baker [ 155 ]

* Temperature Gauge: You can read the temperature of objects around you with a precision of ± (100 - Proficiency/3) degrees.

* Rich Yeast: Your dough yields (Proficiency/5)% more portions.

* Tasty: Your creations have (Proficiency/5)% more flavor.

* Moisture Retention: Increase the shelf life of your products and hydration provided by (Proficiency/5)%.

* Mold Protection: Increase the shelf life of your products by (Proficiency/3)%.

* Acidic Fermentation: Increase dough quality, growth, and finished product's shelf life by (Proficiency/10)%.

* Heat Distribution: Your oven is (Proficiency/2)% more likely to spread heat evenly.

* Carbonation Retention: Increase volume, texture quality, and softness by (Proficiency/5)%.

* Masterful Kneading: Your dough yields and is (Proficiency/5)% more homogeneous.

* Filling Buyoancy: Fillings are (Proficiency/3)% more buoyant in the dough.