> Level 200
>
> Strength*: 128+23 (151) / 130 - Dexterity*: 108+37 (145) / 130 - Endurance*: 130+24 (154)
>
> Mind*: 118+36 (154) / 130 - Willpower*: 130+43 (173) - Charisma*: 130+34 (164)
>
> Magic*: 130+69 (199) - Faith: 35+10 (45) / 130
>
> Ego*: 130+38 (168) - Luck*: 112+34 (146) / 130 - Soul*: 127+42 (169) / 130
>
> HP 296.578.213 (6.701.282 HP/s)
>
> Energy 246.984.373 (430.818 E/min)
Perks:
* Titan Skin (combined): Absolute Damage Reduction 90%. Your integument is always impeccable and can be colored at will. Add 40% to stealth if you aren't fully covered. Hair, fur, feathers, or scales regrow in the time needed to regenerate 2% of your maximum HP. Add a tenth of your maximum HP to your maximum MP. Reduce bleeding damage by 90%. You can sense with your skin, granting rudimentary lightless "vision" 10 meters all around you. You are immune to integument afflictions.
* Kitsune Tails (very rare): You have a tail for each magical affinity you possess, colored accordingly. Each tail grants you 3 base MP. Fire: Orange, Wind: Green, Water: Blue, Earth: Dark brown, Ice: Cyan, Light: Light yellow, Lightning: Light blue, Darkness: Graphite, House Magic: Wood brown, Nature: Light green, Force: Pure white, Bardic: Yellow, Necromantic: Midnight Black, Healing: Pink, Ritual: Gray, Summoning: Red, Ward: Magenta, Illusion: Iridescent, Weather: Fuzzy gray, Shadow: tumultuous hazy dark gray, Fate: long, stringy, and dark red fur the color of clotted blood. It looked like it was made out of yarn. Divine: Golden. Animal: Matte Gray with black spots.
* Fate Magic Resistance (ultra-rare): Reduce effects and duration of Fate magic by 50%.
* Shrine Guardian's Tail (combined): Display, hide, or show a mundane version of your tails. Each can attack, manipulate objects, or defend independently, dealing 6d10 blunt and 6d10 affinity-based damage and +7550% accuracy, dodge, parry, and damage reduction. Reach up to 4 times your body length. They never get in the way of your or your allies' movements. Each can protect one creature (including you) in range from attacks or spells. Severed tails require healing equal to 3% of your maximum HP to regrow. If something would cause your death, one random tail is sacrificed to negate that effect entirely and bring you to 25% of your maximum HP, if your current HP is lower. Tails sacrificed this way take 1 year to regrow.
* Track Mineral Vein (rare): Once you find a mineral vein, you can sense where it goes and what it contains.
* Traceless Period (common): You do not bleed or cramp during your period. You are still aware of it.
* Rockbreaker (uncommon): You deal 50% more damage to stone, including monsters.
* Directional Ears (uncommon): Your animal ears swivel 90 degrees to either side. Triple your hearing range where your ears point.
* Beast-kin olfaction (uncommon): It is 5 times stronger.
* Stench Suppression (rare): You automatically suppress strong smells. Reduce the duration of smell-based attacks by 10.
* Feral Instincts (uncommon): +15 to Mind tests to sense threats.
* Great Stamina (uncommon): You can endure exertion (Endurance+20)% longer.
* Favored Enemy[Goblins] (uncommon): Against a favored enemy, gain 20% accuracy, 15% more critical chance, deal 100% more damage, and take 25% less damage.
* Favored Enemy[Trolls] (uncommon): [...]
* Tunnel Stability (uncommon): You can tell how stable is the tunnel around you.
* Blueprint Visualization (rare): You gain technical proficiencies 20% faster.
* Precise Manipulation (rare): Reduce chance of mishap by (Luck/4 +20)%
* Detailed Crafting II (uncommon): Your creations are (Dexterity/3 + 20)% more detailed and valuable but take 50% longer to craft.
* Multitasking II (uncommon): If your workshop is properly set, you can conduct up to three different tasks at the same time, only one of them requiring fine manipulation.
* 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.
* Tail focus (very rare): If the tail matching the affinity of the effect you’re casting is not hidden, that effect has a 25% stronger effect and is 57.8% cheaper to maintain.
* 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.
* Superb Quality (very rare): Your non-consumable creations have double durability and take 50% less damage. They are 10x more valuable.
* Cross-Proficiency Sinergy (very rare): When selecting a new technical proficiency, you gain fast-growth points equal to 20+ SQRT(your highest technical proficiency).
* Beginner's Luck (rare): The first time you craft an item, its quality is (Luck)% higher than it should be. You also gain that much proficiency.
* Stoneborn (very rare): When underground or surrounded by a sufficient amount of stone, your resources recover 50% faster.
* Stoneflesh (very rare): Your flesh is strong as stone. You gain 10 base HP and 1 extra Base HP per level.
* Fire Heart (ultra-rare): You are attuned to the power of elemental fire. Bleeding wounds sear shut, reducing the amount bled and duration to a third. Fire attacks heal you for 10% of the damage before reductions
* Earthshaper (rare): When using your magic to manipulate Earth and stone, you affect double the volume or mass and the quality of your work is 50% higher.
* Paralysis Resistance II (rare): Paralytic effects last 43.75% less and reduce your mobility by only 80%
* Practiced Hands (very rare): Every time you craft another of the same item, the speed penalty of your Detailed Crafting drops by a linear 0.5%.
* Precision Crafting (rare): Your creations are (Dexterity + 50)% more detailed and valuable but take 50% longer to craft.
* Multitasking III (rare): If your workshop is properly set, you can conduct up to five different tasks at the same time, only one of them requiring fine manipulation.
* Force Tongs (very rare): You can summon tongs made of Force magic you can manipulate with great precision up to SQRT(Magic) meters away from you. Each pair of tongs cost 10 MP/s to maintain and is as strong as your (Strength + Magic).
* Material Sinergy (very rare): For each additional expensive material you add to a non-consumable item that doesn't have a precise recipe, the value and enchantment potential increases by a linear 20%.
* Shamanic Frenzy (very rare): Your rage bonus adds to Magic. The extra MP is spent first. You can now cast spells when enraged.
* Forgeheart (ultra-rare): Working next to a massive source of heat slows your fatigue accumulation by 50%
* Fast-Caster (rare): Increase your casting speed by (Mind + 50)%
* Spell Power (rare): Add half your Magic Attribute to Willpower to determine your spell's effects.
* Solidified Force (ultra-rare): Your Force spells spend 50% less MP to resist impacts.
* Enchanted Crafter (ultra-rare): You can enchant an item as part of the crafting process. Reduce the Exp required to enchant by 34% and increase the points available by 34% (minimum 1).
* Magic Conductivity (very rare): You can spend MP during the crafting process, increasing the enchantment points available by 25%.
* Perfect Hardening (rare): Metallic items you craft are 100% more resilient and durable.
* Living Thread Mesh (unique): By weaving strands of Living thread inside an item, you grant it the regenerative abilities of the thread.
* Shadow Workshop (combined): You can summon a full workshop with shadow magic. It contains any and all tools and fixtures you may need and gives a 20% bonus to your proficiency. The workshop costs 4,000,000 MP per hour to maintain.
* Zenko Wisdom (ultra-rare). You gain +2 Mind and Willpower. You learn proficiencies 10% faster.
* Moonstone Aspect: Your fur becomes snow-white. Your Illusion magic is 25% more powerful and difficult to resist for each moon in the sky.
* Grandmaster's Pace (ultra-rare): Your crafting speed is (Dexterity +50)% faster.
* Grandmaster's Patience (ultra-rare): You can deliberately craft at a tenth of the speed to improve the item quality by two full steps.
* Homeland Defender (combined): When defending your homeland and within 5 kilometers of its borders, you gain 20% damage reduction, evasion, accuracy, damage bonus, and increased spell effect. You can designate or change your homeland only after you've lived for 10 years in that country.
* Sealed Storage (very rare): Third parties need to defeat your Willpower plus Magic to read the contents or steal from your dimensional storage.
* Familiar Masking (ultra-rare): If your familiars are within SQRT(Magic) of you, any attempts to appraise them are compared against your protections.
* Hidden Modifiers (very rare): Your combat modifiers no longer show on the enemy’s notifications. They are condensed and shown as a single number.
* HIdden Royalty (ultra-rare): Unless you wish to, nobody can discern your Royal nature. Checks that automatically fail against Royalty will display as "resisted" to third parties.
* Sunlight Magic (very rare): Your magic is 25% stronger when under direct sunlight.
* Muse of the Arts (very rare): Artists working under the effects of your Muse Inspiration receive a (your Luck)% bonus for the quality of their works. This Perk affects you at half-efficiency.
* Monument Builder (very rare): When leading structural projects, increase quality, enchantment points, and decrease raw material waste by (20+Willpower/2)%.
* Reborn Little Star (Unique): Upon birth and during your infancy at each birthday, you gain 5 Attribute Points, randomly distributed. You receive a notification even before your Activation.
* Siphon of Creation (unique): Foreign divine energy that targets you or enters in contact with you is drained and the power is sent to your [Wisp of Creation].
* Animal Affinity (rare): Increase all animals' reactions toward you by two steps. Animals you raise from birth to adulthood gain a +3 bonus to physical Attributes.
* Apprentice Shadow Workshop (ultra-rare): Your shadow workshop can be used by another person with the same Proficiency with no bonus.
* Shrine Maiden (very rare): While in the area protected by your Shrine Guardian Perk, your magic lasts 100% longer (increasing the time to pay maintenance costs) and is 50% harder to dispel.
* Ranging Defender (ultra-rare): You still gain the benefits of Shrine Guardian outside of your guarded grounds, up to a distance of 100*Soul meters from the previous limit.
* Kyuubi Metamorphosis: You can transform into a giant fox. Your size becomes huge (x4 HP/damage) and it is impossible to use stealth or hide your tails. In this form, you regain MP 100% faster and your magic is 25% stronger.
* Forgeborn (ultra-rare): Proficiencies dealing with Metal and Stone advance 33% faster.
* Legend Harvester (ultra-rare): You have the Harvester Proficiency equal to your Species level. If you spend a pick on this, its learning rate increases by 25%. You can harvest legendary, impossible materials.
* Song of Stone and Steel (very rare): If you can sing while you work metal and stone, add a bonus to your proficiency equal to the square root of your [Musician] Proficiency.
* Kyuubi Metamorphosis (ultra-rare): You can transform into a giant fox. Your size becomes huge (x4 HP & damage) and it is impossible to use stealth or hide any of your tails or your Kitsunebi fires. In this form, you regain MP 100% faster and your magic is 25% stronger.
* 陰陽星の玉 (Yin-Yang Star Ball) (ultra-rare): You have a Star Ball that holds a fragment of your soul. Your lifespan increases tenfold and your body doesn't age past its prime. You gain +20 Magic. While in your Kyuubi form, your Ball must remain hovering over one of your tails or inside your mouth. If this orb is captured by someone, you must grant that creature one wish, then the Ball returns to you.
* Shapechanger (ultra-rare): You can transform into any living creature of roughly the same size as your current shape. This is partially an illusion effect. You do not gain any special ability or vulnerability.
* Key to the Granary (ultra-rare): You can conjure any grain, nut, or seed you wish by spending MP proportional to the seed's rarity. You must know the plant.
* Sage Crafter's Insight (unique): If an Ability belongs to more than one Proficiency you have, add a tenth of the lower ones to the highest score to determine its effects.
* Sage's Patience (ultra-rare): Every year, on your birthday, you gain 1 fast-growth point on your ten lowest Proficiencies above 50.
* Legend Crafter (ultra-rare): You can craft with impossible, legendary materials.
* Sage's Aura (ultra-rare): Increase the reaction of anyone that shares a Technical Proficiency with you by two steps for each Proficiency. Anyone friendly or better Charisma meters around you learn Technical Proficiencies 20% faster.
* Legend Workshop (ultra-rare): Increase the Proficiency bonus of Shadow Workshop to 25%. You may double the cost to quadruple the dimensions if you have enough room. You can have up to two other crafters using the Workshop at the same time. They too gain the Proficiency bonus.
* Runecraft (ultra-rare): You have the Rune Scriber Proficiency equal to your Class level. If you spend a pick on this, its learning rate increases by 25%. You can embed runes in your crafted objects, unlocking special powers.
* Multidisciplinar Branching (very rare): When crafting parts required for a Proficiency you have, you replace the secondary Proficiency score with half of the main.
* Sage’s Shadow Workshop (ultra-rare): Your Shadow Workshop grants an additional 10% Proficiency bonus and all conjured tools and machines are considered the best quality possible.
* Perfect Fitting (rare): When crafting a wearable or wielded item for a specific individual you inspected for at least 5 minutes, the item is a perfect fit.
* Force Helpers (ultra rare): You can summon double the amount of Force Tongs with twice the strength for the same cost. They can now perform fine manipulation and craft on their own with only a 25% Proficiency Penalty.
* Granary’s Steward (very rare): Halve the cost to conjure plant matter. Vegetable produce in your immediate vicinity does not rot or spoil.
* Key to the Orchard (ultra-rare): You can now conjure fruit as well as seeds.
* Kitsune Possession (very rare): You can possess a creature. Unwilling hosts resist with [Magic+Ego] against your Magic score. While possessing, you do not recover any resources and the unwilling host can attempt to eject you with a cumulative +2 bonus every half hour. Attempting to kill the host automatically ejects you and stuns you for 1 minute.
* Sanctuary Gates (ultra-rare): You can summon one red Torii gate that leads to a pocket dimension only creatures you allow can enter. In that dimension, you can determine any environmental aspects but they can’t be harmful to the creatures you invited in. Creatures in the pocket dimension (but not you) recover resources and recover from ailments at four times the normal speed. Hostile action by a guest automatically ejects them before the action finishes. There can only be one pocket dimension at a single time.
Proficiencies:
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General - Open to everyone. Can only be increased by training.
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Appraiser (*) [ 261 ]
* 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 noticing 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 perceive 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.
* Recipe: You can attempt to learn the crafting process of an item.
* Mass Appraise: You can appraise up to (Proficiency/5) targets at the same time.
* Appraise Harvest: You can check for valuable parts in a living organism.
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Weapon Proficiencies - Growth Rate: 318.89%
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Blades [ 282 ]
* 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 75% (max) of damage received.
* Wind Blade (V): Your attacks reach (Proficiency/10) centimeters further than your blade.
* 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 [ 114 ]
* 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.
* Powerful Bludgeon: Add (Proficiency/5) to base damage.
* Skull Thump: Enemies hit on the head have their Mind and Willpower lowered by (Proficiency/50) for (Proficiency/100) minutes. The duration stack.
* Concussion: Enemies hit on the head must make a Willpower test with a (Proficiency/10) penalty or fall unconscious.
Spear [ 357 ]
* Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.
* Thrust (V): Thrust your spear at an enemy in front of you, dealing (2*Proficiency)% extra damage. Enemy is staggered for 0.1 second.
* 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)% more to maintain or has its remaining duration lowered by the same amount.
* Dervish Lance: Attack once, damage all enemies in reach. You cannot combine this Ability with others that grant multiple attacks.
* Painful Blows: Wounds from your spear cause (Proficiency/2)% more pain.
* Quivering Parry: Whenever your spear is parried or parries, attempt a disarm with a (Proficiency/10) bonus.
* Extend Reach: Your spear attacks have (Proficiency/4) centimeters more reach.
* Impale: Add (Proficiency)% damage to attacks with a charge ability.
Combat Technique [ 341 ]
* 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. Resisted by Endurance. Any damage wakes the opponent.
* 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.
* Multiattack IV: You can execute up to (Proficiency/70) extra attacks at the same time. Add up the base damage.
* Exploit Weakness: If you attack with the target's weakness, you deal (Proficiency)% more damage.
* Chasing Footwork: If you have more movement than your opponent, you gain (Proficiency/10)% more accuracy and evasion.
* Unbalancing Parry: When you parry an attack, the opponent's next attack loses (Proficiency/5)% accuracy and attack speed.
* Break the Line: You can charge a group of enemies. If your attack hits, split the damage between them and scatter all enemies in (Proficiency/20) meters by 1 meter for every 50 points of (Your Strength+Proficiency).
* Bloodlust: When you are raging, enemies with line of sight to you lose (Proficiency/10)% Accuracy.
* Sunder Armor: You can attack an opponent's protective gear. Add (Proficiency/10)% Accuracy and damage to the item.
* Trip: Your attacks have a chance to cause the enemy to fall prone if they fail a Dexterity test with a (Proficiency/25) penalty.
* Taunt: Enemies lose sight of your allies for (Proficiency/100) seconds if they lose a Mind test contested by your Charisma.
* Weedwacker IV: During a charge attack, you can attack up to (Proficiency/40) enemies once between you and your main target, with a damage penalty equal to (100 - Proficiency/15)%. If you fail to kill one, your attack stops.
War Technique (**) [ 192 ]. Growth Rate: 398.61%
* Zerg Rush (IV): Your soldiers gain (Proficiency/30)% Accuracy, Damage, and Evasion for each ally engaging the same enemy.
* Giantbane: For each size of the difference, your units gain (Proficiency/10)% more accuracy and evasion.
* Deadlocked Blades: If your units' loyalty is absolute or better, they cling to the weapon that killed them, requiring a Strength check (With a (Proficiency/10) penalty) from the enemy to get it free.
* Harried Enemies: Each enemy engaged with at least 5 of your troops suffers a (Proficiency/10)% penalty to Accuracy and Evasion.
* Seal the breach: When you order your units to cover an area, they react (Proficiency/2)% faster.
* Hit and Run: Your units gain (Proficiency/10)% more move rate and Evasion when withdrawing from or engaging an enemy for the first time.
* Rallying Muse: Add (Proficiency/10)% to Evasion, Attack, damage, and Morale if troops have line of sight of your performance.
* Lead from the Front: As long as you keep fighting in the frontline, all allies to your sides and behind you gain (Proficiency/15)% Morale, Damage, Accuracy, and Evasion.
* Rallying Cry: When Leading from the Front, shout for 2 seconds to heal all allies that can hear your voice for 5% of their Maximum HP, reducing bleeding by half, granting them an extra (Proficiency/15)% Morale, Damage, Accuracy, and Evasion for (Proficiency/50) minutes.
Wild Warrior [ 307 ]
* 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) base 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 [ 224 ]
* 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.
* Beast Kata: You can use paws, horns, and tails instead of bare hands and feet.
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Physical Proficiencies - Growth Rate: 265.74%
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Physical Mastery [ 608 ]
* 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.
* Physical III: Gain (Proficiency/50) to all Physical Attributes.
* 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 [ 371 ]
* 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)%
* Air skip: You can jump (Proficiency/100) times on thin air by paing (3,000 - 2*Proficiency) MP each time.
* Charge Bender: You can angle your charge path by up to (Proficiency/5) degrees.
* Long Charge: Increase the distance of your charge attacks by (Proficiency/3)%.
* Momentum Impact: Add (Proficiency/20) base damage to your charge attacks.
* Light Footing: You weigh (Proficiency/5)% less to trigger terrain hazards.
* Aerial Fighter: Add (Proficiency/30) base damage to all physical attacks if you are flying.
* Slippery Evasion: Add (Proficiency/10)% Evasion if you have more movement rate than your enemy.
* Crowd-Surfer: You suffer (Proficiency/5)% fewer penalties to your movement in a crowded space.
* Hover: Reduce your stall speed by (Proficiency/10)% of your base move.
* Dive and Soar: Increase your flying movement rate by (Proficiency/10)%
* Bank: You can turn up to (Proficiency/10) degrees without losing any speed.
Furtivity [ 681 ]
* 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.
* Detection Cloaking 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 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.
* Dexterous: Gain (Proficiency/50) Dexterity.
* Lucky Rogue: Gain (Proficiency/50) Luck.
* Slippery Mind: Gain (Proficiency/50) Willpower.
* Pickpockets: Add (Proficiency/5) to Dexterity tests made to steal things from another person.
* Tail: When following a creature, add (Proficiency/5) as a penalty to their Mind checks to detect you.
* Dimensional Pilferer (Ultimate): You can steal items from dimensional storages. Increase (Proficiency/100) Dexterity and Magic.
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Mystical Proficiencies - Growth Rate: 265.74%
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Mental Mastery [ 639 ]
* 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 V: Predict attacks (Proficiency/550) 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)%.
* Sharpened Memory: You recall (Proficiency/10)% more details from your memories.
* Unwavering Personality: Gain (Proficiency/50) Charisma.
* Focused Mind: Gain (Proficiency/50) Mind.
* Steel Will: Gain (Proficiency/50) Willpower.
* Probability Manipulation: Gain (Proficiency/50) Luck.
* Meridian Strengthening: Gain (Proficiency/50) Soul.Spiritual Enlightenment (Ultimate): Increase Ego and Soul by (Proficiency/100). Increase base SP by (Proficiency/10). Add (Proficiency/5) to all checks to resist spiritual attacks.
* Awareness: Add (Proficiency/5) to all contested tests to fool your perceptions.
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Spellcaster (**) [ 719 ]
* 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 by paying the cost again.
* 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 MP.
* Mental Attributes III: Gain (Proficiency/50) to all Mental Attributes.
* Mana Funnel: Increase your MP 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 Attributes III: Gain (Proficiency/50) to all Spiritual Attributes.
* 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.
* Condensed Mana: The base effect of your spells is (Proficiency/10)% stronger.
* Spirit Caster: Gain (Proficiency/15) base SP.
* Multi-Targeting: You can assign up to (Proficiency/5) targets for your spells in the time usually required for one.
* Summoner's Will: Add (Proficiency/5) to all tests to keep control of your summons
* Path Least Traveled (U): 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 [ 281 ]
* 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.
* Sap Vitality: Your successful ambushes reduce the target's Endurance by (Proficiency/10) points.
* Invisible Killer I: You remain stealthed for (Proficiency/50) seconds after ambushing a contract.
* Swift Death: Your ambushes gain (proficiency/5)% more Stealth, starting when you move to strike.
* Vital Strike: Add (proficiency/10) base damage to your ambushes.
* Shadow of Death: If you kill your target, you gain (Proficiency)% Stealth.
* Painless Death: Creatures you kill with a single blow feel (Proficiency/2) less pain.
* Numbing Strike: Creatures you ambush are (Proficiency/4)% less likely to feel anything from your blow.Delay Damage: Pay MP equal to 1/50th of your ambush target's maximum HP. Set a delay to the damage of your attack of up to (Proficiency/2) seconds.
* Deep Wounds: Your ambush makes the closest organ (except brain and heart) stop working for (Proficiency/10) minutes.
* Twin Ambush: You can ambush with two weapons, dealing full damage with both attacks.
* Delay Damage: Pay MP equal to 1/50th of your ambush target's maximum HP. Set a delay to the damage of your attack of up to (Proficiency/2) seconds.
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Technical Proficiencies - Growth Rate: 318.89%
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Leadership [ 358 ]
* 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(Target's Ego) x SQRT(Target's Soul)] MP 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.
* Inevitable Geas: Add (Proficiency/10) to your Royal Geas tests.
* Punishing Geas: Your Royal Geas deals (Proficiency/5)% more damage.
* Teamwork: You can collaborate with up to (Proficiency/20) people that have the same Proficiency as you in a project.
* Project Leader: When leading collaborative work, Add (Proficiency/10) to all team members' respective Proficiencies, up to your own score.
* Inspiring Leader: Add (Proficiency/5) to all Charisma tests made to amicably solve disputes within project members.
* Self-Teaching: When teaching a subject, you accrue Proficiency training at a (Proficiency/8)% rate.
* Commanding Presence (V): Up to (4*Proficiency) combatants under your command gain (Proficiency/50) Strength, Dexterity, Endurance, and Mind, Willpower.
Physician (*) [ 177 ]
* 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.
* Health Checkup: Patients you've treated add (Proficiency/2) to Endurance to determine negative HP threshold for (Proficiency/10) days.
Alchemist (*) [ 344 ]: 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 VII: You have a (Proficiency/8)% 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.
* Quality Potions: 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 (*) [ 328 ]
* 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.
* 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)%
* Tarnish Resistance: Your works resist (Proficiency/4)% of corrosive damage.
* Gemstone Setting: The difficulty to remove decorative items in your jewelry is (Proficiency/4) higher.
* Sturdy Built: Jewelry you craft resist (Proficiency/5)% of all damage.
* Personalized Order: If you craft jewelry for a specific person, lower the resonance by (Proficiency/20)% and increase it by the same amount for everyone else.
* Arcane Manipulation: Reduce (Proficiency/4)% of the penalties to craft jewelry using only magical effects.
* Arcane Manipulation: Reduce (Proficiency/4)% of the penalties to craft jewelry using only magical effects.
* Gem Polish: Gems you cut and polish can hold (Proficiency/5)% more enchanting potential.
* Core Cutting: You can cut Magic Cores into gemstones. Retain (Proficiency/4)% of the Core shard's potential.
* Affinity Cut: Cutting gemstones in particular shapes grants (Proficiency/5)% more points (from the gems) for the Affinity-related enchantment type.
* Paired Jewels: You can make a single piece that can be split in two. Each piece keeps (50 + Proficiency/10)% of the full enchantment and is always treated as being in the same place up to (Proficiency) kilometers of distance.
* Electrochemical Plating: Add a precious metal coating over another metal. The coating grants the better metal properties with (Proficiency/10)% efficiency.
* Metallic Affinity: Using particular metals and alloys grants (Proficiency/5)% more points (from the metals) for the Affinity-related enchantment type.
* Engrave Gemstone: You can carve runes on the facets of cut gemstones.
Enchanter [ 555 ]
* Training Aids II: You can enchant items to enhance Proficiency acquisition rates by up to (Proficiency/20)% to a maximum score of (Proficiency).
* 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 non-magical consumables.
* Structural Enchantment: Allows you to enchant affixed structures with stronger enchantments and at a (Proficiency/20)% 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).
* Hidden Methods: Increase difficulty by (Proficiency/5) to learn anything useful by observing you work.
* Unique signature: Increase difficulty by (Proficiency/5) to tamper with your enchantments or create forgeries.
* Attribute Bonus Compression: Attribute bonuses are (Proficiency/30)% cheaper to enchant (minimum 1)
* Hidden Enchantment: Add (Proficiency/4) to the difficulty to notice your enchantments.
* Disguise Aura: Add (Proficiency/4) to the difficulty to perceive an item as enchanted.
* Misleading Info: Add (Proficiency/10) to the difficulty to perceive the enchantment. Failure to beat this added difficulty will display another predetermined set of enchantments.
* Enchant Perks: You can create enchantments that emulate one of your Perks. The effect is (Proficiency/5+2*Rarity)% of the actual Perk. The cost is (100*Emulated Attribute*Perk Rarity^2). For Perks without Attributes, this value is 50.
* Conditional Activation: Restrict the usefulness of the enchantment to reduce the cost by (Proficiency/10)%
* Limited Perk Effects: Restrict the effect of the Perk enchantments to one aspect to reduce the cost by (Proficiency/10)%.
* Disenchant: You can remove all enchantments on an item, recovering (Proficiency/10)% of the materials and Exp used to enchant.
* Concentrated MP: You can enchant items to grant Base MP to the wearer.
* Sacrificial Enchantment: You can permanently sacrifice (500 - Proficiency/2) points of any resource to add 1 enchantment point.
* Re-Enchant: You can attempt to change an item's enchantment with a chance of success of (5+Proficiency/10)%.
Cartographer [ 341 ]
* Survey Resources: After a day of analysis, you can determine the presence and nature of resources in a area of (Proficiency/20) hectares and the underground.
* Sense Depth: You can tell how deep beneath the surface you are, with a precision of (50 - [Proficiency / 10]) meters
* Sense Height: You can tell how high you are compared to the ocean level, with a precision of (50- [Proficiency / 10]) meters
* Lair Mapping: When inside a Dungeon or a monster's lair, you have an intuitive knowledge of its layout.
* Memorize Map: Keep up to (Proficiency/10) maps in your memory. You can visualize and redraw those perfectly.
* 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, with a precision of (Proficiency/4)%.
* Geopolitical Survey: After freely studying a settlement for one week, you can estimate its wealth and demographics, with a precision of (Proficiency/4)%.
* Notice 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, with a precision of (Proficiency/4)%.
* Self-Charted: If you personally chart a map, it contains (Proficiency/5)% more details.
* Precision Trace: You can draw or copy maps (Proficiency/4)% faster and (Proficiency/5)% more accurate.
* Faster Survey: The time for any "Survey" abilities is reduced by (Proficiency/5)%.
* Shorthand Notation: Your maps may contain (Proficiency/5)% more information.
* Topography: You can detect and draw topographical information with (Proficiency/5)% accuracy.
* urvey Resources III: After a day of analysis, you can determine the presence and nature of resources in a radius of (Proficiency) meters and the underground to a depth of (10*Proficiency) meters below (and above, if underground) the survey point.
* Enchant Map: Maps you craft hold up to (Proficiency/25) Enchantment points.
* Magical Map: You can enchant your maps to project a small tridimensional illusion of themselves above the canvas. Costs vary with the level of detail.
* Magic Ink: You can brew magical inks that can be used in enchantments. The inks have (Proficiency/5)% more enchantment points.
Diplomat [ 513 ]: You know how to negotiate treaties and get your way around foreigners without angering them.
* Spectral Diplomacy: Your social traits work on the undead. 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 sense 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 VI: If the other party becomes hostile, you suffer neither damage nor effects from their attacks for (Proficiency/10) seconds. This protection ends if you attack.
* 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.
* Trade Negotiations: When negotiating an exchange of goods, shift the final price (Proficiency/20)% in your favor.
* Tactful Tactics: If your negotiation does not involve a threat of violence, treat (but don’t change) the final reaction (Proficiency/10) steps to see if the other party was offended by your offers.
* Diplomatic Entourage: Your diplomatic protections cover up to (Proficiency/30) extra creatures, determined before you start negotiations.
* Failed Treaty: Your diplomatic protections may trigger on a failed negotiation too.
* Consular Immunity: Add (Proficiency/5) to all Charisma tests to avoid an unfair criminal charge on a foreign country.
* Envoy: You represent some important organization. Modify initial reactions by (Proficiency/15) steps if the other party knows your organization.
* Imposing Presence: If you make your presence known, hostile entities in (Proficiency/5) meters have their negative reactions shifted by (Proficiency/15) steps, up to -10 (Wary).
* Survey Customs: After freely studying a settlement for one week, you can estimate its customs and laws, with a precision of (Proficiency/4)%.
Silkweaver (*) [ 174 ]: 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 (Proficiency)% faster.
* Detailed Pattern: You can control the embroidery and hue of your silk to create fine patterns. Increase value by (Proficiency)%.
* Thread Repair: You can use your silk to repair clothes and fabric items.
* Iron threads: The tensile strength of your silk is(3*Proficiency)% greater.
* 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. Increase value by (Proficiency)%.
* Incorporate Materials: Materials you add to your woven creations share the properties of your thread.
* Regenerating Threads: Your threads regenerate (Proficiency/10)% faster.
Musician [ 299 ]: 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 sense threats to your audience.
* Mosh Pit: If you charge through your audience without attacking them, they won't hinder your movement.
Baker [ 199 ]
* 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.
* Nutritious Dough: Your baked goods nourish (Proficiency/5)% more.
*
Miner (*) [ 312 ]
* Mana-Lode: Increase the odds of finding mana-rich materials by (Proficiency)%.
* Gem Node III: Gemstones you mine are (Proficiency/4)% bigger.
* Geode Shards: Gemstones you mine have (Proficiency/5)% better quality.
* Metal Yield: Resources you process for metal yields (Proficiency/5)% more.
* Slag Melter: You lose (Proficiency/5)% less metal to slag.
* Motherlode: Ore you extract contains (Proficiency/5)% more useful materials.
* Odd Vein: Ore you extract contains (Proficiency/5)% more secondary metals.
* Precious Vein: Ore you extract contains (Proficiency/5)% more precious metals.
* Nine Pound Hammer: You mine (Proficiency/5)% faster.
* Sixteen Tons: You extract (Proficiency/5)% more ore.
* Arcane Pick (IV) Increase the amount of magic-rich minerals extracted by (Proficiency)% and the odds of finding it by (Proficiency/2)%.
* Lucky Miner: Increase the odds of finding special materials by (Luck/5 + Proficiency/10)%.
* Smell Minerals: Increase the range of detection for magic-rich minerals by (Proficiency/5)%.
* Gnomish Pick: You find gemstones (Proficiency/2)% more often.
* Silent Pick: You make (Proficiency/5)% less noise when mining, and mine (Proficiency/15)% faster.
Metalsmith (*) [ 314 ]
* Keep'em Hot: Metal cools (Proficiency/5)% slower.
* Precision Hammering: Crafting speed increases by (Proficiency/4)%.
* Hammer'em Flaws: Metal has (Proficiency/5)% less flaws.
* Durability: Increase by (Proficiency/5)%.
* Wear Resistance: Items take (Proficiency/5)% less damage.
* Tenacity: Increase by (Proficiency/5)%.
* Hardness: Increase by (Proficiency/5)%.
* Corrosion Resistance: Reduce item damage from acid and the onset of rust by (Proficiency/5)%.
* Mana Hammer (V): You can spend MP as you forge an item to infuse the metal, increasing enchantment Points by (Proficiency/10)%.
* Tensile: Increase tensile strength by (Proficiency/5)%
* Alloy Perfection: Your alloys are (Proficiency/5)% more homogeneous.
* Perfect Hardening: Metals you harden are (Proficiency/5)% stronger.
* Alloy Sense: Add (Proficiency/5) to all tests to identify an alloy.
* Infuse Metal: You can use a magical liquid or powder to infuse metal with its properties.
* Shear Strength: Increase by (Proficiency/5)%.
Dismantler [ 281 ]
* Fast Dismantling: You can process carcasses (3*Proficiency/2)% faster.
* Finesse cuts: The quality of processed materials increases by (Proficiency/5)%.
* Ease Flesh: The carcass is (Proficiency/3)% easier to cut and strip of flesh.
* Strip Hide: The hide is (Proficiency/3)% easier to remove and faster to tan.
* Butcher's Might (IV): Add (Proficiency/5) to all Attributes while out of combat and engaged in dismantling a carcass.
* Mass Processing (V): You can process (Proficiency/2) extra corpses with the same resources and time.
* Greater Yield: For non-unique items, increase amount harvested by (Proficiency/10)%
* Quick Processing: You dismantle (Proficiency/4)% faster.
* Hardened: Increase durability of harvested materials by (Proficiency/5)%.
* Don't mess with the Butcher: Butcher's Might lasts for (Proficiency/10) minutes if you engage in combat while dismantling.
* Preserve Hide: Hides you process are (Proficiency/5)% more durable and valuable.
Harvester (**) [ 102 ]
* Careful Pruning: When you harvest a plant or fungal resource, it regrows (Proficiency/2)% faster if you don't kill the plant or fungal patch.
* Potency Preserver: Resources you harvest decay (Proficiency/5)% slower.
* Infused Harvest (IV): Resources you harvest are (Proficiency/4)% more potent.
Rune Scriber (**) [ 104 ]
* Firm Hands: You trace runes (Proficiency/4)% faster and (Proficiency/5)% more accurate.
* Runic Comprehension: Add (Proficiency/5) to Mind checks to understand foreign runes.
* Chain Runes: Add (Proficiency/5) to Mind tests to imbue a sequence of runes. Reduce the MP cost to imbue by (Proficiency/10)%.
* Charged Runes (III): Each Rune you carve adds (Proficiency/30) enchantment points.
Botanist [ 281 ]
* Plant Health: (Proficiency/2)% more health.
* Plant Longevity: (Proficiency/2)% longer life.
* Seed/Fruit Maturing: (Proficiency/5)% faster.
* Selective Pollinization V: Each generation has a (Proficiency/10)% chance to improve one random aspect by (Proficiency/20)%.
* Fertilizer: Treated soil is (Proficiency/2)% more nutritious.
* Plant Yield V: Harvests (Proficiency/5)% more.
* Weed Control: (Proficiency/5)% fewer weeds.
* Acclimatation: Each generation has a (Proficiency/30)% chance to shift its preferred environment by (Proficiency/40)%.
* Speed Growth: (Proficiency/5)% faster.
* Multiple Harvests: A cumulative (Proficiency/15)% chance to get more than one harvest in the same period.