Level 190
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Strength*: 101+23 (124) / 166 - Dexterity*: 155+37 (192) / 166 - Endurance*: 125+24 (149) / 166
Mind*: 135+36 (171) / 166 - Willpower*: 150+43 (193) / 166 - Charisma*: 150+34 (184) / 166
Magic*: 166+69 (235) - Faith: 42+10 (52) / 166
Ego*: 150+38 (188) / 166 - Luck*: 90+34 (124) / 166 - Soul*: 85+42 (127) / 166
HP 221.960.923 (1.433.182 HP/s)
Energy 294.110.928 (615.738 E/min)
Size modifier: x0.2
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Perks
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* Familiar Resistance (ultra-rare): Your familiars receive reduced benefits from your {Resistance} Perks, at 25% per rank. I: 25%, II: 44%, III: 58%, IV: 68%, V: 76%
* Dead Magic Stability (ultra-rare): Your magical abilities and nature are naturally locked in a dead magic zone. You retain the physical shape you are using and any purely physical Traits when entering such areas.
* Wind Rider (very rare) Perk: You may ignore up to 100km/h of wind or move along the wind, adding up to 100km/h to your speed. You have a 50% dodge bonus against falling objects or objects carried by non-magical winds.
* Natural Archer (very rare) Perk: Increase the range, damage, and accuracy of bows you wield by 33%. You learn the [Archery] Proficiency 25% faster.
* Fairy Dust (ultra-rare) Perk: Your wings’ scales are fairy dust. It can be harvested by brushing your wings and used as a magical ingredient. You naturally generate one pinch of fairy dust every month. Forcefully harvesting more than that will damage your wings.
* Mortal Glamour (very rare): Shift all reactions one step in your favor against Species with lifespans less than 200 years.
* Extra Dust (ultra-rare): Your wings naturally make an extra pinch of fairy dust per week.
* Fae Archer (very rare): When you wield a bow, it is considered one size larger for damage purposes, up to the same size as your target.
* Marksman’s Aim (uncommon): You delay your shot by (2000 – 10*Dexterity) milliseconds to gain a 25% accuracy and 100% damage bonus.
* Quickdraw [Arrow] (uncommon): Your attack speed with bows is 50% faster.
* Helping Winds (rare): You have a 25% evasion bonus if you’re flying in the air.
* Wind Whisperer V (ultra-rare): You can add two vectors at your discretion to the current wind velocity, so long they aren’t both in the same direction. The first one has a scalar value of 50km/h and the second one 30km/h.
* Escape Artist (uncommon): You gain +5 on your tests to escape bindings.
* Light-Footed (uncommon): Unless you’re running, you exert half as much pressure on the ground when moving.
* Root Skipper (rare): You suffer only half the movement penalties for terrain effects.
* Padded Feet (rare): You make no noise when moving unless you’re running.
* Fleet Charge (rare): When you charge, you ignore terrain modifiers.
* Mobile Warrior (rare): While moving, you enjoy a 25% evasion bonus.
* Dash (uncommon): When running, you move 33% faster.
* Water Dash (very rare): You can run on water and other fluid surfaces, up to (Dexterity/10) steps.
* Impeccable Balance (rare): You can move on narrow (half the width of your foot) or uneven surfaces without penalties.
* Harried Shooter (rare): You take no penalties for using ranged weapons in the melee range of an enemy.
* Feather Step (very rare): Your movement-related Perks work even when running.
* Borderlands Royalty (ultra-rare): You gain 2 extra base HP per level. You suffer only a quarter of any terrain penalties. If you have an adequate amount of personnel appointed and personally spend at least 3 hours every week managing your settlement, productivity penalties for lack of adequate infrastructure are reduced by (Average Charisma score for the week/2)%.
* Berserker Rage X (very rare): The Attribute Bonus is +20.
* Enraged Id (very rare): Your rage bonus applies to Ego.
* Journeyman’s Boon (ultra-rare): You gain a 10x Exp bonus from crafting. This bonus stops if you move into the Second Rank.
* Favored Enemy [Kobolds], [Gnomes], [Beast-Kin], [Dwarves], [Elves], [Minotaurs], [Halflings], [Silk-Folk], [Centaurs], [Harpies], [Mermaids], [Ogres], [Avians], [Insectoids], [Beasts], [Reptilians], [Aquatic], [Elementals], [Golems], [Plantoids], [Saurians], and [Chimeras]
* Primal Lightning V (ultra-rare): Your lightning attacks ignore 75% of the target’s elemental resistances. Creatures immune to Lightning still take 25% of the damage.
* Lightning Elemental Form (very rare): You can transform into a lightning elemental. While in this form, you have great mastery over your element. You take 95% reduced damage from all physical attacks but suffer 100% more damage from metallic weapons. These modifiers are multiplicative. Melee attackers suffer the same damage they dealt before mitigation, with a 200% increase if they attacked without insulating weapons or protections, ignoring size penalties. You deal 200% more damage with lightning magic and physical attacks, including ranged ones. You are healed by 10% of all lightning damage dealt to you before reductions and ignore the remainder.
* Serendipity (ultra-rare): +2 Dexterity, +2 Charisma, +3 Luck, +3 Soul. You have 200% greater odds of finding interesting items of low value but great significance.
* Sky-bond (rare): You draw power from the open sky. While under the sky canopy, you recover resources 50% faster.
* Storm-bond (very rare): You draw power from storm clouds. While under storm clouds, your physical attacks deal 100% more damage and spells have 100% more range and effect.
* Thundercaller (very rare): Whenever clouds dot the sky in your line of sight, you may call upon its power to bring down Elemental Thunder. Increase the effects of all Lightning and Weather magic related to thunder by 100%.
* Stormcaller (very rare): Whenever you are under the open sky, you may call upon storm clouds to do your bidding. Increase the effects of all Weather magic related to rain or storms and its secondary effects by 100%
* Stormbound (ultra-rare): When you cast a Lightning spell underneath a stormy sky in your Lightning Elemental Form, you only pay 20% of the spell’s Energy cost. Each Lightning strike originates from the sky, strikes your form, and then goes onto its intended target. Increase Accuracy, Damage, and Effects of Lightning magic by 100%.
* Stormborn (ultra-rare): If you have enough room overhead, you can summon thunderclouds even underground.
* Lightning-Infused Manastorm (Unique): Your Manastorm now takes upon the properties of Primal Lightning. Increase the effects and range by 100%.
* Windspeaker (rare): You can project your voice through the winds, reaching great distances. Multiply the range you can be heard by a factor of 100 in a single direction, or 20 in all directions.
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Unspent Perk Picks:
9 3rd rank Class
7 4th rank Species
7 4th rank Class
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* Appraiser (*) [ 279 ]
* Archery [ 237 ]
* Blades [ 366 ]
* Clubs [ 262 / 297 ]
* Combat Technique [ 498 / 526 ]
* Martial Arts [ 331 ]
* Spear [ 427 ]
* War Technique (**) [ 337 / 362 ]
* Wild Warrior [ 312 ]
* Assassination [ 311 ]
* Mental Mastery [ 642 ]
* Spellcaster (**) [ 337 ]
* Furtivity [ 700 ]
* Mobility [ 437 ]
* Physical Mastery [ 653 / 672 ]
* Alchemist (*) [ 357 ]
* Baker [ 305 / 307 ]
* Botanist [ 318 ]
* Cartographer [ 360 ]
* Diplomat [ 519 ]
* Dismantler [ 314 ]
* Enchanter [ 564 ]
* Gnome Machinist [ 337 ]
* Harvester (**) [ 366 / 372 ]
* Jeweler (*) [ 409 ]
* Leadership [ 367 ]
* Metalsmith (*) [ 524 / 532 ]
* Miner (*) [ 336 ]
* Musician [ 318 ]
* Physician (*) [ 313 ]
* Rune Scriber (**) [ 327 / 360 ]
* Silkweaver (*) [ 427 / 461 ]
* Proficiencies with a (*) next to the name have a passive growth of 1 point every 5 levels.
* Proficiencies with a (**) next to the name have a passive growth of 1 point every level even when not allocated a "pick". Otherwise they have a 25% learning rate bonus.
* A capital "P" in the list below refers to the Proficiency score.
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General - Open to everyone. Can only be increased by training. Growth Rate: 265.74%
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Appraiser. (*) You can see System information about a target.
* Item Information: You can get detailed item information, including hidden data.
* Subtle Appraise: Reduce perception tests to detect your appraise attempts by (P/3).
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Weapon Proficiencies - Growth Rate: 318.89%
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Archery. Add (P)% to accuracy, 2*(P)% damage with bows and crossbows.
* Trick Shots: When performing a Trick Shot, you suffer (P/4)% fewer Accuracy penalties.
* Piercing Arrows: Your shots ignore (P/5)% of the target's physical armor.
Blades. Add (P)% to accuracy, 2*(P)% damage with blades.
* Master: Deal (P/35) d10 + (P/5) extra base damage.
* Sharpened Edges: Increase critical chance and damage by (P/10)%.
* Riposte: Increase Parry chance by (P/4)%. If you parry, attack with a (P/10)% bonus damage.
Clubs. Add (P)% to accuracy, 2*(P)% damage with clubs.
* Concussion: Enemies hit on the head must make a Willpower test with a (P/10) penalty or fall unconscious for (P/30) minutes.
* Numbing: Your attacks reduce all enemy’s Proficiencies by (P/7) points.
Combat Technique. You gain (P/10)% Evasion, Damage, and Accuracy.
* Cruel Backstab: When attacking an enemy that cannot defend, deal (P)% extra damage.
* Thin the Herd: Attack all enemies in reach with (P/5)% damage bonus. Divide damage dealt by (# of Enemies/1.5), at least 2.
* Giant-Slayer: Increase Evasion, Accuracy, and Damage by (P/3)%, plus 15% for every size difference when fighting larger enemies.
* Quick Attacks: Increase your attack speed by (P/2)%.
Martial Arts. Add (P)% to accuracy, 2*(P)% damage with humanoid body parts. Your base damage is (P/60)d8.
* Master: Add (P/30)d8 + (P/5) to your martial arts damage.
* Grappling: When grappling an enemy at biggest one size larger, retain all of your combat ability and impose a penalty of (P/10)% to that enemy.
* Inner Energy: Gain (P/20) base HP and Energy. Gain (P/50) Endurance.
Spear. Add (P)% to accuracy, 2*(P)% damage with spears.
* Combination Attack: You slash and stab with the spear in a single motion, using the lowest armor value. Deal (P/3 -50)% extra damage.
* Master: Increase damage by (P/50)d20 + (P/5).
* Phantom Lancer: Summon (P/100) phantom spears. Roll to hit separately for each. They deal normal damage to incorporeal foes.
* Thrust: Piercing attack deal (2*Proficiency)% extra damage. Enemy is staggered for 0.5 seconds. Cooldown 10 seconds.
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War Technique (**). Add (P/10)% Evasion, Damage, and Accuracy to all units under your command.
* No Elf Left Behind: When one of your units that has (at least 3 allies or yourself) within (P/75) meters receives a killing blow, reduce the damage by (P/5)%. If it lives, split (100 – P/10)% of that damage among all friendly units in radius that wouldn’t die from this damage. If in range, you shoulder all the damage. The cooldown for the unit saved is 1 hour.
* Zerg Rush: Your units gain (P/20)% Accuracy, Damage, and Evasion for each ally engaging the same enemy.
* Lead from the Front: As long as you keep fighting in the frontline, all allies in (10*Charisma) meters gain (P/10)% Morale, Damage, Accuracy, damage reduction, and Evasion.
Wild Warrior. Add (P)% to accuracy, 2*(P)% damage with natural weapons.
* Savage Mastery: Deal (P/35) d10 + (P/5) extra base damage.
* Vorpal Claws and Teeth: Upon a critical, target must make an Endurance test with a (P/5) penalty or lose the struck limb.
* Vicious Weapons: Your natural weapons deal (P/2)% extra damage.
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Mystical Proficiencies - Growth Rate: 265.74%
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Assassination. Deal (2*Proficiency)% damage if the target has a contract and is unaware of you.
* Death Blow: Add (P/40)d20 base damage and (P/10)% critical chance to your ambushes.
* Track Contract: You can share information about your contracts with others. You can sense the location of contracts within (Mind*Proficiency) meters.
* Invisible Killer: You gain (P/5)% stealth and evasion against a contract and its allies until the contract dies.
Mental Mastery. Reduce the effectiveness of fear, pain, and mental debuffs by linear (P) percentile points.
* Magical Circulation: You gain (P/4) base Energy.
* Perfect Mind: Add (P/50) to all mental Attributes.
* Perfect Spirit: Add (P/50) to all spiritual Attributes.
* Improved Recovery: Increase all Resource recovery rates by (P/5)%
* Prescience: Predict attacks (P/500) seconds before they happen.
* Spiritual Enlightenment (U): Increase Ego and Soul by (P/75). Increase base Energy by (P/10). Add (P/5) to all checks to resist spiritual attacks.
Spellcaster (**). Your spells gain (2*Proficiency)% effect and (P)% accuracy.
* Cursebreaker: Add (P/4) to Magic to break curses. You can convert curses into Perks by paying double.
* Summoner’s Control: You can memorize (P/25) summoned monsters. You do not need a Core to summon these monsters. Add (P/5) to all Charisma tests to control your summons.
* Wizard's Mind: Gain (P/50) Mind, Willpower, and Charisma.
* Physical Proficiencies - Growth Rate: 265.74%
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Physical Proficiencies - Growth Rate: 265.74%
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Furtivity. Add (P/2)% to stealth and evasion rate.
* Master Skulker: Perception tests against you suffer a (P/2) penalty. This works against traps and wards.
* Drain Magical Containment: Increase costs to restrain you through magic by (P/4)%. You gain (P/10)% of the base maintenance cost.
* Grandmaster Rogue: Add (P/2)% to evasion and stealth. Add (P/5) to tests to escape bonds and evade traps and wards.
* Rogue’s Charm: Increase Dexterity, Charisma, and Luck by (P/50).
* Rogue’s Determination: Increase Endurance, Willpower, and Mind by (P/50).
* Dimensional Pilferer (U): You can steal items from dimensional storage. Increase Dexterity and Magic by (P/100).
* Surreptitious: Opponents need to win (1+P/200) consecutive tests with a (P/20) penalty to detect you
Mobility. Increase all movement rates and evasion by (P/3)%.
* Aerial Ace: Increase your flying movement rate and maneuverability by (P/5)%. Reduce stall speed by (P/5)%.
* Hiker’s Constitution: Increase Endurance, Dexterity, and Willpower by (P/50).
* Master Leaper: You can rotate up to (3* Proficiency) degrees mid-air, per jump. Increase jump distance by (P)%. You can skip off of slanted or vertical surfaces (P/50) times as if it were solid ground. If no surface is available, you can pay (3,000 - 2*Proficiency) Energy.
* Unhindered Movement: You ignore (P/8)% of all movement hazards.
Physical Mastery. Gain (P/5) extra base HP.
* Accelerated Regeneration: Increase your HP regeneration rate by (Endurance x P/20)%.
* Instant Healing: When under (P/20)% of the maximum, recover (P/10)% of the maximum. Cooldown 30 minutes.
* Regeneration Boost (Automatic conditions): Increase HP regeneration by (P/10)%
* Precision Movements: Increase Dexterity by (P/75). Add (P/15)% to stealth, evasion, attack, and critical hit chance.
* Perfect Physique: Gain (P/50) to all Physical Attributes.
* Body, Mind, and Soul (U): Gain (P/75) on all Mental, Spiritual, and Physical Attributes.
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Technical Proficiencies - Growth Rate: 398.61%
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Alchemist (*). You can synthesize and brew magical and mundane chemicals. Increase potency by (P/5)%.
* Property Prospection: You have a (P/5)% chance to find new properties in rare or new ingredients. You can only inspect a single item type once.
* Mass Pharmaceutics: You can brew batches (P/10) doses at once, with a (P/10)% greater quality.
* Quality Control: You can synthesize food-grade chemicals. Increase the shelf life of all products by (P/2)%.
Baker. You can cook food that has dough and goes in an oven. Increase quality by (P/5)%.
* Dough Fermentation: Increase volume, texture, amount of portions, and nutritional value by (P/5)%.
* Careful Kneading: Products yield and are tastier by (P/5)%.
* Food additives: Adding special materials makes your products (P/5)% more nutritious and expensive per extra ingredient.
Botanist
* Plant Grafting: You may graft a shoot of a plant onto the root system of another. Increase growth rate, quality, and yield by (P/10)%.
* Selective Pollinization: In each generation, (P/50) batches have each a (P/10)% chance to improve one random beneficial aspect by (P/20)%.
* Acclimatation: In each generation, (P/50) batches have each a (P/30)% chance to shift its preferred environment to better match current conditions.
Cartographer
* Survey Resources: After a day of analysis, you can determine the presence and nature of resources in a radius of (2*Proficiency) meters and the underground to a depth of (10*Proficiency) meters below (and above, if underground) the survey point.
* Automatic mapping: You can keep up to (P/10) different maps in your memory. You can recall, visualize and redraw those perfectly. These maps’ precision depends on the size. You automatically update and expand your maps as you travel.
* Magical Maps: You can enchant your maps to project a small tridimensional illusion of themselves above the canvas. Using special magical inks, your maps have (Proficiency^2/1250) enchantment points.
Diplomat. When negotiating, add (P/10) to Charisma tests.
* Conversion: Offers may entice an individual to come into your service. If made without any threats, there's no chance to enrage. Add (P/10) to your tests.
* Diplomatic Retreat: After a negotiation ends and up to (P/20) days later, if attacked by the other party, gain (P/10)% to resistance and evasion for (P/10) minutes. Enemies may not attack for the first (P/10) seconds.
* Diplomatic Entourage: Protections cover up to (P/30) extra creatures, determined before you start negotiations.
* Strong-Willed. Gain (P/50) Willpower and Charisma. Ignore up to (P/5) modifiers of the other party.
* Oratory: If you get an audience to hear your point, add (P/10) to the check to convince them. Shift final reactions of listeners by (P/25) steps in your favor.
Dismantler. You dismantle carcasses (P)% faster and with (P/2)% better quality.
* Mass Processing: You can process (P/2) extra corpses with the same resources and time if you have room for all of them. Increase yield by (P/10)%
* Precision Cuts: Increase dismantling speed, yield, and quality of non-unique materials by (P/5)%.
* Core Gatherer: Magical Cores you collect from monster bodies are (P/5)% better.
Enchanter. You can create enchantments with up to (2*Proficiency) enchantment points.
* Training Aid: You can enchant items to enhance Proficiency acquisition rates by up to (P/20)% to a maximum score of (P/2).
* Tolerance Tuning: Lower Resonance of custom-made or tuned items by (95)% (maximum).
* Unique signature: Increase difficulty to make forgeries, tamper with, or study your enchantments by (P/2). Increase recognition by the same amount.
* Storage Enchantment: You can enchant a pocket dimension inside objects. Size is (P/5) cubic feet. The cost is 3 points per cubic foot.
* Increased Capacity: Your enchanted items get (P/2)% more points.
Gnome Machinist. You can design and create machines. Your machines function (P/2)% better.
* Oiled gears: Moving parts in your machines are subject to (P/4)% less friction if beneficial.
* Maneuverability: Your machines enjoy (P/5)% better steering and control.
* Efficient Design: Your machines are (P/10)% lighter without any loss of strength.
* Shock-Absorbent Plating: You layer armor plates such as the vehicle enjoys (P/5)% more Durability and Hardness.
Harvester (**)
* Infused Harvest: Resources you harvest are (P/4)% better and more valuable.
* Careful Pruning: When you harvest a living resource, it regrows (P/2)% faster if you don’t kill it.
* Speed Harvest: You gather resources (P)% faster, with a (P/10)% quality bonus.
Jeweler (*). Jewelry you craft and gemstones you cut are (P/2)% more valuable, intricate, and stylish.
* Core Cutting: You can cut Magic Cores or their shards into gemstones. Increase Enchantment potential by (P/5)%
* Potential: Jewelry your craft has (Proficiency / 5)% higher enchantment points.
* Paired Jewels: You can make a single piece that can be split in two. Each piece keeps (50 + P/10)% of the full enchantment and is always treated as being (2*Proficiency) kilometers closer to each other, up to zero distance. The bearer of a jewel can sense the direction of the other piece.
* Electrochemical Plating: Add a precious metal coating over a lesser metal, saving (P/5)% of the precious metal. The coating grants (P/10)% of the better metal’s properties.
Leadership. Increase loyalty of people under your command or employ by (P/5).
* Commanding presence: Up to (4*Proficiency) units no further away than (P) meters from you gain (P/75) Strength, Dexterity, Endurance, and Mind, Willpower.
* Royal Quest: Add (P/2) Charisma bonus to force non-Royals to do your bidding. A successful test makes them comply. Your Royal order may be converted into a Quest. Spend [(100 - P/10) x Target's Base Level Exp] from your own Exp. The Quest that awards Base Exp.
* Project Leader: When leading collaborative work, Add (P/10) to all team members' respective Proficiencies, up to your own Leadership Score. The maximum team size is (P/10) and they gain Proficiency (P/5)% faster.
Metalsmith (*). Increase crafting speed, quality, and price of your metal products by (P/3)%.
* Mana Hammer: You infuse metal as you work, increasing enchantment Points by (P/10)%.
* Durable Alloys: Increase Durability, Hardness, Tensile Strength, and damage resistance by (P/5)%.
* Precision Crafting: Parts you craft are (P/2)% more precise and (P/10)% more resistant to degradation.
* Impurity Purge: Metallic items you craft resist (95)% corrosion and rust damage.
* Alloy Mixture: Your alloys improve all aspects by (P/20)%.
Miner (*). You extract ore (P/2)% faster and in higher quantities.
* Arcane Pick: Increase the amount of magic-rich minerals extracted by (P)% and the odds of finding such nodes by (P/2)%.
* Gem Node: Gemstones you mine are bigger and have better quality by (P/4)%.
* Motherlode: Ore you extract contains (P/5)% more useful materials.
Musician. Add (Proficiency /5) to your Charisma checks while you perform.
* Phantom Instruments: You can summon (P/10) phantom instruments and singers to accompany you.
* Project Sound: The sounds you make may be heard (P/10) times further. (P/5)% of the sound going in one direction may be reflected back.
* Inspiring Song: Your music can incite one emotion of your choice, enhancing that emotion by (P)% and (P/15) to all social attempts conveyed by your vocals.
Physician (*). Patients add (P/10) to the patient's Endurance for HP and wound recovery and all tests related to healing.
* Extended Care: You can treat up to (P/10) patients at the same time. They add (P/10) to Endurance tests to resist the effects of any health debuff.
* Anesthetic Touch: When you start treating your patient, they become sedated and docile. While you work, they feel no pain. Reduce procedure duration by (P/5)%.
* Long-Term Care: You can stay up to (Proficiency/20) hours away from a patient before the benefits of continued care fade. After your return, you must spend at least a fifth of the time you spent away looking after the patients before you can leave again.
Rune Scribe (**)
* Enchanted Runes: Each rune can hold (P/25) enchantment points
* Rune Words: The right combination of runes yields (P/10)% more enchantment points.
* Runic Spellcasting: Engrave runes in your spell circles, increasing spell efficiency by (P/5)%
Silkweaver (*)
* Reinforced: (P/2)% more durability and adds (P/4) to its hardness.
* Devouring: It can feed off of organic matter as well as magic and have (P/5)% more base HP.
* Unbreakable: Increase durability and hardness by (P/3)%.
* Tensile Threads: (P/2)% stretchier and harder to snap.