Novels2Search
In Loki's Honor
Life 35 - Chapter 43 - All my Skills, part 2 / 3

Life 35 - Chapter 43 - All my Skills, part 2 / 3

Now, the Perks that I picked up in this life.

* Weaponized Glue (1/7): Your surface may secrete a potent adhesive. Anything stuck requires Strength greater than (Endurance+Strength/2+Willpower/4) to break free. Weapons that strike you while coated remain stuck. You can pay 500 MP to spit it (10+Strength/4) meters away. Upon impact, it splashes in a (1+SQRT(Endurance)/2) meters radius. Anything struck will be glued to the nearest surface. Creatures fully in the area may become immobile if ([Strength]+[Dexterity]) is less than half of your adhesive difficulty. Cumulative shots increase the difficulty by 50% of its base value. Pay 2,000 MP to enhance the burst to (3+SQRT(Endurance)) meters radius and double the immobility threshold. +2 to all Physical Attributes.

A combined Perk (no rarity mark), I don't remember using this in combat yet. I was keeping this as a trump card. It was widely known I could make adhesive but not that I could use it as a ranged AOE attack.

* Forbidden Words (very rare): Hostile entities attempting to read you must win a ([Willpower+Ego] vs Charisma+Magic+Ego) contest or become stunned for 10 seconds. A critical win for you means they are knocked unconscious.

I'm a cursed book, muahaha. Attempt to pry my secrets and fall into despair. I mean, I could change the writings on my pages as easily as a fairy can go invisible.

* Deployable Canvas (1/7): Pay (50*Magic) MP. Create (2*Magic) square meters of paper. It can be shaped as complex structures, textured, and painted any way you wish. It has (30+SQRT(Endurance)) Hardness and (4*(Endurance+Magic)) Durability. Viewers may make a Perception test against (Charisma+Magic) to notice it is paper. Starting from 10 meters and up to zero, each meter closer gives the observer a +5 bonus to this test.

From an origami castle to stairs to a fake landscape to theater props. The uses of the [Deployable Canvas] were limited only by imagination. Though it was as flammable as sturdy magically-enhanced paper ought to be. Which meant quite flammable. The same weaknesses applied to the following two Perks.

* Origami Summons (very rare): You can summon an origami version of your summoned monsters. They deal half damage, and have a quarter of the HP and defenses but cost 50% less.

* Origami Eidolon(ultra-rare): When summoning only one copy of an origami monster, you can appoint it as your Eidolon. You pay its maintenance cost per hour, not per minute, but you cannot summon another creature until either twenty-four hours from this summoning, or two hours after your Origami Eidolon died or was dismissed, whichever came last.

I just noticed one thing about the Eidolon. If I summoned one and waited for 24 hours, I could summon another and have two. So long the upkeep was less than my regeneration, I could have an army of origami summons. Not going to happen, though. I needed my Energy for curse-breaking and summons were quite expensive. Also, though they had the same weakness as the canvas, if the monster was resistant or immune to fire, that weakness would disappear right away.

* Rule of Sympathy (uncommon): You can use an effigy of a target to cast spells on them regardless of distance with 50% lower effect.

Classic voodoo stuff. Defile the effigy, defile the [Emperor].

* Stink Eye (1/7): While you maintain visual contact with a target, you may halve one of Strength, Dexterity, Endurance, Mind, or Luck. You lose a quarter of the points the target lost on the same Attribute.

This, combined with [Royal Aura] and [Eldritch Aura] meant the death of almost any opponent. The Attribute loss was too much. Also, I lost a quarter of what they lost. This meant that if they had some resistance to Attribute-lowering effects, I would lose less than expected. One last thing, anyone with the {Capstone} Perk for an Attribute would lose fuck all points.

* Harmless Curses (very rare): +50 Magic score for curses that do not threaten death or injury.

This one was free real estate. Why bother with a lethal or wounding curse when you could just cripple the enemy and then go for the Death Princess beautification treatment.

* Maleficarum (rare): +25 to your Magic score to determine the strength of your curses.

Straight-up numerical bonuses are so-so good but this was a requirement for other Perks.

* Dark Pact (ultra-rare): +25 Magic score if you can make the target willingly and knowingly accept a curse as part of a bargain.

Could've been called [Faustian Bargain] as well. I took it because it was a requirement for the next one.

* Dark Trade (ultra-rare): For an equivalent service performed, the target can lend a portion of their Status or being to you. The pact must give them a way to retrieve their offering later on or a set time limit agreed upon at the moment of the Dark Pact.

Too bad it wasn't permanent but the System would not let someone exploit others for such gains. It would spiral out of control quickly.

* Invisible Curses (very rare): Curses you cast do not appear on the target's Status sheet. The difficulty to detect such curses is equal to the curse's Magic score.

Be subtle, fly under the radar. Compounding the effect of the previous four Perks, the current difficulty to spot one of my Curses when cast surreptitiously was 523. Impossible for most people unless they dedicated their lives to unrooting curses. And if they did, I had the most well-paying job in the world for them.

I could feel that some of the Perks above were on the cusp of combining.

*

----------------------------------------

*

I knew the Perks mom had access to because they were listed on the [Lost Sage Encyclopedia] but they really didn't matter for the current me. But for the sake of completion, here they are. Note that they didn't have a counter next to them. They weren't unlocked even once yet.

* Anima Incarnator: Grant a Perk to an individual by spending (Rarity*500) HP and Energy permanently along with Divinity. Purify souls by infusing them with Energy, turning them friendly for 24h. They can be contracted for 200,000 Energy, plus 20,000 per day, allowing them to cast magic using your Energy. Revive purified souls in their former bodies or reincarnate them at level 0 in a new body you created (costing at least 20,000,000 Energy depending on complexity), or bind them to a golem body if they are willing. All creatures you bring back (but not revive) gain +2 to all Attributes. They have Strength and Dexterity reduced to 1 for 1 hour and give only 1% of their normal Exp award during that hour. Those revived less than 12 years after the previous resurrection loses 1 level. You sense heritage sites and traits at a range of Soul x500 meters. You can create new creatures and species. You gain 1% Exp tithe from created species and people sworn to you in a range of Soul x1km. Modify your created species' reaction by ten steps: Star Elf, Silk Creatures, Satyrs, Kin, Rainbow Lamia. You gain an extra 3 reaction steps and may purchase Perks from the following species: Human, Dwarf, Gnome, Halfling, Elf, Lamia, Fae, Sasquatch, Harpy, Scylla, Giant, Mantid-folk.

The 99% penalty for recently-revived creatures was steep but also misleading. It was still worthwhile to bring them back if I had the divinity to spare. Which I didn't. Draining moonstone was too wasteful. Also, the list of species at the end was all the sentient ones I had reincarnated as but not created. It seems one of the lives in which I was murdered straight after birth (or hatching, in that particular case) was a humanoid mantis. Also, a Sasquatch and a Giant too. Go figure.

* Berserker Rage: During your rage, you gain: +20 to Strength, Dexterity, Endurance, Willpower, Magic, Ego, Luck, and Soul. +50% movement rate, 100% damage to magical barriers. The rage lasts [4*SQRT(Endurance)] minutes, [4*SQRT(Strength)] times per day. Each spell that hits you, or critical hits you deal and/or receive adds a minute to the rage timer.

This was inherited from Snowdrop. Note that I am immune to rage debuffs so I don't lose my mind during the berserker rage. It was just a straight power-up. Also, the combination of duration and uses per day meant that the rage could stay indefinitely on. I had 2,700 minutes per day which was 190% of a 24-hour day.

* Omni-Sustenance: You can draw sustenance from anything physical, magical, or spiritual. You need only 1% of the food, water, and sleep a normal member of your species requires. After puberty, you age at a tenth of the normal rate. You no longer need to breathe unless you are in a region with no magic and then require only 1% of the normal air. When resting, you remain conscious and lose only 20% of your Perception score. You don't age or need food, air, or water in places of high ambient magic. Hostile magical effects are reduced by 25% after absorptions, restoring 2% of the avoided damage as Energy. When you eat a spell, you learn its diagram. Each time you eat a new species, you have a (20*[1+(Luck/100)])% chance to gain one of their species' Perks. When reduced to 0 HP, all damage is halved and applied to Energy instead.

The "eat a new species" part didn't need to be a sentient one. I could gain a crab perk when and if I ate a crab dish for the first time, for example. High ambient magic was hard to find and usually only at the bottom of the Labyrinth. I think this part came from Rosewise when she evolved her species to become more attuned to the Labyrinth, which wasn't called that back then. Also, I didn't need to eat the whole creature or even kill it. Just a tiny bite was enough. The current odds of unlocking a Perk this way were at 58.2%.

* Zenko Kyuubi: You have one tail and +3 base MP for every magic affinity. Show your tails to gain spell 75% effect and 25% cost reduction. Create a flame above any tail. It can attack for 6d10+Magic/2 base Affinity damage and have +75% accuracy, evasion, and damage reduction. Tails can stretch up to 4 times your body length. Each can protect one creature, parrying attacks and spells. Should you die, sacrifice one tail to negate the effect and come back to 25% max HP, if lower. The sacrificed tail takes 1 year to regrow. You can transform into a Kyuubi, enjoying 25% stronger spells and 100% bonus MP regeneration. You have a 陰陽星の玉 (Yin-Yang Star Ball) which is normally hidden, giving you 10x lifespan and eternal youth. In your Kyuubi form, it either hovers over your tails or inside your mouth, giving you +40 Magic while it is present. If the orb is captured, you must grant a wish to teleport it back. Possess a creature if it fails a (Magic+Ego) vs your Magic score. Possession locks your resource regeneration. The host can check each hour with a +2 cumulative bonus. Trying to kill the host automatically ejects and stuns you for 1 minute. Summon a Torii to a peaceful pocket dimension. Visitors (not you) recover resources 4x faster. Hostilities eject the aggressor before the action finishes. The pocket dimension is permanent. +20 Magic.

I didn't give this pocket dimension much use, but I think mom took Barbara, Eleanora, and Elizabeth there once for a spa day. But this Perk almost made me want to ask Kasumi for some of her kitsune fur. Perhaps if I gained a Kitsune Perk, it could be unlocked for me. Maybe after I add some Luck. And apparently, eternal youth meant one didn't age, not that they were immortal.

* Equipment Mastery: Your gear takes 75% less damage. You can instantly equip unattended items within 2 meters. Items worn mold to accommodate your shapeshifting. Sheath weapon in blood: Sacrifice 1% of your maximum HP to bypass immunity to normal weapons and add(3d8+Endurance/5) base damage. Armor and clothing never chafe. You never drop items in your grasp. The difficulty to disarm you is doubled.

This came from Alloralla and Lakerta, mostly.

* Dimensional Charge: Instantly teleport through the Ethereal world and reappear anywhere in the material up to (10+Strength+Mind/2) meters away, with any velocity up to your run speed. If you perform a melee attack right after returning, you deal 6x damage to both HP and MP and the target is stunned for 3 seconds. If you use Unicorn weaponry, you instead deal 15x damage.

Arista and Snowdrop contributed to making this one. It could be used for instant acceleration too. Teleporting to the same location I was, at maximum run speed. It was fun to break the fundamental laws of physics with magic.

* Divine Reincarnator: This Perk's passive functions are always active, regardless of suppression. On each of your first ten birthdays, you gain 5 random Points on your Attributes. Any foreign divine energy nearby is drained to the [Wisp of Creation] without effect. Traits and memories persist between lives. You always reincarnate as fast as possible. Not even Administrators can obtain information about you. Conditions of your birth are improved by the Luck score at the moment of death. Once per life, you may sacrifice Exp and empty all resource pools to empower one final action with a 10x effect. Instead of sacrifice, use a Last Stand: Gain 50% to all proficiency scores. 2x damage dealt and 50% extra absolute damage reduction. When the action completes or the enemies are gone, gain the "Bygone Hero" condition. You lose 1 level per month until you reach level zero and suffer True Death.

Funny. I was mistaken, the divine siphon removed the restriction on Loki's power. Or, more precisely, the mention. It was probably hard-coded that Loki's Divinity was not foreign as far as this Perk was regarded. Another thing was that my absolute damage reduction went up to 96.5% during the Last stand. No, it didn't add up with [Titan Body]'s 93%. It was multiplicative. Which made that 93% figure all the more impressive. A ton of Perks giving the same bonuses had to be compounded to reach that much protection.

* Alluring Personality: +15 Charisma, +15 Ego, +5 All Attributes. +10 steps to all Reactions. use (Charisma+Ego/2) when dealing with females or romantic partners of any gender. You can control your arousal or conception at will.

Missing out on some cool Attribute points here. And the reaction bonuses. I'll just say that mimics reproduce asexually and have no sex drive whatsoever.

* Umbral Workshop: Summon a fully equipped Shadow Workshop (size: Magic square meters) for 1,000,000 MP/h. Grants a (35% +25) Proficiency bonus to you and up to 12 helpers, who learn 25% faster and gain an extra 20% of your relevant Proficiency score, up to half their own. Others cannot interact with the workshop. Double the cost to quadruple the workshop's size. You may work on five projects at once, only one of them requiring fine manipulation.

The conjured [Shadow Workshop] didn't need to be contiguous. Eliminate the need for flooring space in between workstations, making the size limit deceptively irrelevant.

* Fabled Crafter: +20 to all Technical proficiencies above 50. +10 to Dexterity, Willpower, and Luck. Craft (Dexterity)% faster, with [50+Dexterity+Luck+#_Copies_Crafted)% better quality. (Luck/2 +20)% less chance of mishap. You can collect, manipulate, and use impossible materials. Each fabled material adds 20% to the item's power. The first-ever of any item receives a mystery quality. Metallic items have 100% more durability and hardness. 50% more enchantment points. Delicate or moving parts are 100% tougher. (Willpower)% to Structures' build speed and strength. You know the exact measurements of the target by inspecting them for 3 minutes. Machinery can be made 2 sizes smaller without loss of function. Gain 10x Exp from crafting items with levels lower than 40.

This one gathered Perks from Rosewise, Haru, and Tinnarturner the Scavenger Gnome.

* Planewalker: You can open portals between the Material and Ethereal worlds. If you are alone, you can cross through in 1 second. you can see into the Ethereal up to a range of (Mind*2) meters. If a spell is cast in this range, halve the difficulty to counterspell it. When traveling in the Ethereal, you move 10x faster. In the Material, you can stealth from Ethereal observers. You can detect the imprint of spells cast in your sight range in the last 24 hours. Study the imprint to learn about the caster and attempt to learn the spell. You may then track the caster or cast a spell on them as if they were there. you can hide your own imprints using your stealth total. You can transfer the imprint to a specially prepared surface. Any attempted dimensional travel within (Soul/2) Meters has its difficulty increased by (Willpower), is delayed for 2 seconds, and you are aware of it.

There are still some overlapping effects between Perks, like the Ethereal sight granted by this one. Also, even though Dimensional Charge allowed for instant movement through the Ethereal, I couldn't end the charge earlier and stay in the Ethereal. Moving between dimensions needed to be done properly. The bubble of protection against teleportation was very welcome, and in the frantic pace of combat, 2 seconds was an eternity.

* Stormchild(1/7): Your Arcane and Lightning attacks ignore 75% of the target's resistance and deal 25% damage even if the target is immune. Increase physical attacks by 100% and Lightning and Weather spells by 200% in stormy conditions. You can summon and/or control thunderclouds even underground. In stormy weather, you can summon 1 lightning bolt every 10 seconds, dealing 6d10+(Magic/5) Lightning damage. - Mana Wellspring: You can summon a cloud of invisible mana which (for chosen creatures) doubles MP regeneration in (Soul x[16~20]) meters. Excess MP regeneration over the maximum siphons to you, as well as 5% of all MP spent to cast spells. Charge it with lightning to create a Manastorm. Deal (Arcane or Lightning, whichever is worse for your target) HP&MP damage equal to (5*Magic*[target's MP regen per second) and cleanse Blight. The center of the storm, no bigger than (Soul/2) meters may be harmless to friendlies, granting double HP as well as MP regen. They enjoy 97% damage reduction if they don't take hostile actions. Friendlies that do attack can only recover protection after 5 minutes of inactivity. - Lightning Elemental form: 95% less physical damage from nonmetallic sources, 100% damage from metallic weapons. Immune to lightning. Melee attackers with metal weapons or armor suffer the same damage before mitigation. Triple your Lightning damage and add 200% lightning damage to physical attacks

Unauthorized tale usage: if you spot this story on Amazon, report the violation.

This one seems to be unlocked once by Raina. The Manastorm was absorbed into this one. Lakerta's [Lightning Elemental Form] was also bundled here, along with some of Haru's weather powers.

* Elder Eldritch: +5 to all Attributes. Drop to negative HP or be in an environment in which you can't survive: solidify an exterior shell with a base damage reduction of 1,000. You hibernate but you heal at a normal rate, ignoring negative regen modifiers. you break out of the cyst when conditions are livable again. You can project pseudopods up to 2x body length away. They have all senses but vision. They can capture and envelop items or creatures smaller than you. You may digest what you capture for nourishment. Weave living silk with any pattern, color, or texture. 10x Thread Strength. Threads receive small amounts of HP and MP from the wearer to repair and cleanse them. Threads earn 0.1% of the Exp and level up, strengthening and gaining Perks. You may cling to any surface, including Force constructs. Attempts to dislodge you may damage the surface. You may exude an Eldritch Presence Aura. Creatures (Soul) meters from you lose (Ego+Level Difference) from all Attributes, reduced by ([Their Ego])%. Creatures with a zero Attribute grant you 90% of their unaltered resource regen. Allies and neutrals instead drop to 1 point and must move away from you. Friendlies dd (5*Reaction) to their Ego to determine drain. Those who resist fully are inspired and add (Luck/10) to their Technical proficiencies. When active, your Eldritch Presence causes (SQRT(Charisma)d(Ego)) base Arcane Lightning to arc and strike enemies before they connect an attack on you. They are knocked back (Magic-[Endurance]/5) meters back, possibly causing their attack to miss. 50% stronger Flesh, Mind, and Blood magic.

Another kitchen sink wall of text Perk. Cyst Hibernation and Pseudopods were shoved here along with the Eldritch aura and other related effects.

* Fae Touched: +5 Mental and Spiritual Attributes. Fairies recognize you as one of their own. Pay 30 MP/s to become invisible. Fairies can still see you. You have thrice the odds of finding stuff of low value but great significance. You may grow pixie wings and fly at 4x your running speed. Once a week, you may produce a pinch of pixie dust. Harvesting more than that damages the wings. Create a fairy ring by spending (10,000*(radius in meters)^2)MP on a patch of mushrooms located inside a primeval forest over 24 hours. While in such a ring, pay (1,000+10*[distance in Km/5]^2) MP to open a gate to any other fairy ring you visited previously. Pay 1,000 MP to enter a tree. Your senses extend from the tree. Exit from the same tree or pay 5,000 MP to exit from another tree up to (150*Magic) meters away. Instead, you can exit at your Tree Refuge, a pocket dimension as large as the World Tree growing in it. When returning from the Refuge, you exit at the same tree you entered. Plants in the refuge grow healthy regardless of climate and soil preferences.

Tree teleportation, fairy powers, and the Tree Refuge which was unavailable for some reason. Is it because the perk makes a mention of a World Tree growing in it? That was a gift from Yznera, what was she plotting? Anyway, she's gone now. Her priests lost their divine powers.

* Omni-communication: +10 Mind. +2 Reactions. Understand any language spoken, written, or symbolic. Two-way telepathic communication with any sentient creature in (200+Magic) meters. Rudimentary empathy allows you to discern moods and surface thoughts. You can recognize creatures by their blood makeup, thought pattern, or from tissue samples.

That's the end of the combined Perks that I don't have access to without suppressing the Broodmother's curse.

*

----------------------------------------

*

At the bottom of my Status Sheet, right before the curses, there's an oddity.

* Summon Godmothers: This Perk is never suppressed. Once a year, you can pay 1,000,000 MP to summon your five fairy godmothers. The use of this perk without a good reason will anger the elder fairies. They appear at most one hour after the activation (we need time to get ready!).

It's been quite a while since I last summoned them. With Nenandil gone and doing such an important job, I don't really have anything to talk to them about. They also weren't very forthcoming with information on Nenandil's whereabouts. Were they trying to separate us? I was sure they didn't intend me to keep Nenandil with me for so long but I didn't force the fairy to keep being my familiar.

In any case, here are the curses.

* Blocked Status (very rare): Your status can only be viewed with divine magic.

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

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

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

* Broodmother's Final Judgment (unique, curse, flawed): All your Traits (except for the (curse) and (capstone) ones) are locked upon birth. One single (combined) Perk, chosen at random, will be unlocked when you activate the System. A random locked Trait will unlock the first time you are in a life-or-death situation or about to suffer sexual assault. Once a particular Trait has been unlocked seven times, this curse no longer affects them.

I was currently eroding [Major Feeblemind]. I needed just to get the Aspects to help and combine their powers to break it. But first, I needed to level up a bit.

Mom's Status also listed 74 Perks that weren't yet combined into anything. Such lazy System administrators.

1. Project Title (ultra-rare). Allows people that {Appraise} you to mentally discern your active title and recognize it as truth. This effect works even if your Status is hidden or modified. This can be toggled on and off at will.

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

3. Fast-Learner (unique): Multiply your Exp gains by (5 ^[ Enemy's Rank +1]).

4. Forgotten Pinnacle (unique). Permanent Attribute bonuses from Traits count for reaching the Pinnacle of an Attribute.

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

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

7. Wisp of Creation Familiar (unique): The Wisp has no Status and is invulnerable. It can assume specific aspects and confer a beneficial aura in Soul meters upon you or creatures of your choice.

* Truesilver Blood: While this aspect is active, creatures take 75% less damage from Blight and any blood contaminants. You can also spend 100 MP/second to imbue the aura to make them recover blood at a rate of 1 ml per second.

* Gifted Divinity: Soothe and calm down all creatures in the aura. Mental stress and grief weaken over time. The wisp may touch a friendly creature. Remove one affliction or debuff that gravely ails the creature. This effect can affect a creature only once, ever.

* Sheltered Hearth: You can send souls purified by your Soul Shepherd power to the Wisp where they will remain until such a time when you decide to reincarnate them or they are recalled naturally to the world. The souls do not retain memories of their previous lives. As more souls go through the wisp, so her powers grow. This aspect is always active.

* Void: Abyss nothing can escape. Unbridled vengeance, doom for the iniquitous.

* Surrogate Guardian Goddess: Gains the Kin domain. Harvest Faith from the Kin species and in the regions of Windemere and Auvani.

8. Infinite Item Box (unique): You can instantaneously store any object. There is no limit to the number of objects stored. window listing the inventory can be browsed at any time. The storage space is persistent between reincarnations and time does not pass for stored items. You can store any unattended objects and make them appear at a distance up to Willpower meters away from you. The MP cost varies depending on the mass and bulk of the object stored.

9. Instant Storage (ultra-rare): Resources you harvest are immediately sent to your Item Box, including the bodies of your enemies.

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

11. Dead Man's Switch (unique): You can designate one Ability, Skill, Spell, or Perk as your Dead Man's Switch. Immediately upon your death, the Switch triggers and the effect takes place. Set aside an amount of MP and/or SP for the Switch. Your maximums are temporarily lowered by that much to pay for the Switch's activation. Should the reserved amount prove less than necessary, the Switch fails.

12. Aura Stabilization (very rare): When you use several area-of-effect Perks at once, you may average their area of effect.

13. Widen Aura (very rare): Double the range of your area-of-effect Perks.

14. Mermaid's Tears (very rare): Your sincere tears have magical properties when used by non-mermaids.

15. Recall Heirloom (rare): You can pay 2*(Distance) MP to pull a soulbound heirloom item to your hand instantly.

16. Unicorn Horn (ultra-rare): You have an alicorn. Any water it touches will be purified to a range of 1 meter. You can touch a creature with your horn and pay MP to heal any and all diseases afflicting the creature. Your horn can be used as a weapon. and share properties with your heirloom spear. They deal quadruple damage against demons and undead.

17. Heirloom Synesthesia (ultra-Rare): You can use any sense through your soulbound heirloom item, regardless of distance.

18. Purity Aura (very rare): This aura has a Magic meters radius. Friendly creatures in range receive 75% resistance to poison and disease effects and damage. The duration is reduced by 50%. After 2 seconds, you can take their debuffs onto yourself.

19. Faster Shedding (uncommon): Your horn sheds and regrows 10 times faster. Reduce the discomfort by 75%.

20. Voluntary Shedding (very rare): You can strip the sheath of your horn voluntarily. Doing so reduces its potency by 50% and deals you 20% of your maximum HP as damage. This damage can only be healed when the sheath regrows.

21. Potency Preserving (very rare): Your horn sheddings keep 75% more of their potency, but decay at the same rate.

22. Feather deflection (rare): +2 Strength and Dexterity. You can use your wings and feathers to block and parry attacks as if they were hands.

23. Ground Repulsion (very rare): When you takeoff, you accelerate to your maximum upward speed instantly. When you land, you do not crash. Reduce falling damage by 60%.

24. Wing Shield (very rare): Your wings instinctively move to parry attacks. Reduce damage dealt to your wings and feathers by 75%.

25. Razor Feathers (very rare): Your feathers are razor sharp. They deal 3d10 base damage and can be used as blades if your wings are dexterous enough.

26. Light Elemental (combined): Your entire body and equipment or just parts of it can become Light at your discretion. They cannot interact with physical objects but function normally. You are not harmed or hindered by your Light. Choose a range up to Magic meters and an intensity between Dim, Bright, and Searing. Searing Light: All sighted creatures, Demons, Undead, and Shadow creatures cannot perceive with sight-like abilities in this range. The latter three lose 10 points in all Attributes or [100*(Your Soul)/4*(Their Magic/2)], whichever is higher. Your Light and Spiritual powers are 100% stronger in the searing light radius. Searing light becomes bright light at the end of the range and extends out the same distance. Bright Light: Creatures weak to Light lose 5 in all Attributes. Your Light and Spiritual powers are 50% stronger. Bright light becomes dim light at the end of its range and extends out the same distance. Dim light has no special effect.

27. 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).

28. Sealed Storage (very rare): Third parties need to defeat your Willpower plus Magic to read the contents or steal from your dimensional storage.

29. Hidden Modifiers (very rare): Your combat modifiers no longer show on the enemy’s notifications. They are condensed and shown as a single number.

30. 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.

31. 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.

32. Natural Archer (very rare) Perk: Increase the range, damage, and accuracy of bows you wield by 33%.

33. 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.

34. Marksman’s Aim (uncommon): You delay your shot by (2000 – 10*Dexterity) milliseconds to gain a 25% accuracy and 100% damage bonus.

35. Quickdraw [Arrow] (uncommon): Your attack speed with bows is 50% faster.

36. Helping Winds (rare): You have a 25% evasion bonus if you’re flying in the air.

37. 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.

38. Harried Shooter (rare): You take no penalties for using ranged weapons in the melee range of an enemy.

39. Imperial Commander (ultra-rare): +2 Endurance and Charisma. Increase the number of troops you can control by 50%.

40. Lancer Captain (very rare): +2 Dexterity. When fighting with a spear or lance with troops under your direct command, they gain +10% accuracy, evasion, and damage.

41. Imperial General (very rare): +3 to all Physical Attributes. Double the amount of troops you can control.

42. Air Cargo (very rare): Multiply the load you can carry while flying by 10.

43. Spirit Lance (very rare): Increase spear damage by 1d20. Your attacks now deal 10% of the physical damage to all resources. Damage from your spear heals 100 times slower.

44. Animate Spear (very rare): Your spear may float and attack on its own using your own Traits, freeing you to strike with another weapon or cast spells. Any attempt to grab your animated spear causes it to deal one free attack before the attempt.

45. Dervish Spear (ultra-rare): if you focus for 10 seconds, you can make your animated spear attack every enemy in (Magic/3) meters around you.

46. Sureshot Spear: Thrown spears gain +50% Accuracy.

47. Homing Spear: Thrown spears gain an extra +50% Accuracy.

48. Heart-Piercing Spear: Thrown spears gain an extra +20% Critical strike rating and damage.

49. Blood-Drinking Spear: Your spear attacks deal 25% more damage to creatures with blood.

50. Mind-Numbing Spear: Your spear attacks deal 25% more damage to creatures with a Mind score above 5.

51. Soul-Rending Spear: Your spear attacks deal 25% more damage to creatures with a Soul score above 5.

52. Anima-Destroying Spear: Your spear attacks deal 100% more damage if the enemy has blood as well as both Mind and Soul above 5.

53. Quivering Reed Parry: Your spear wobbles and vibrates when parrying, giving you +50% evasion.

54. Rain Parting Lance: Your spear may parry area of effect attacks with -100% evasion. You create a safe cone 30 degrees behind the tip of your spear.

55. Tsunami-Splitting Kata: When you parry area of effect attacks with your spear, you suffer 50% fewer penalties and the safe cone is sixty degrees wide.

56. Moon-Chasing Lance: Your spear can instantaneously stretch up to three times its length.

57. Dragon Pierces the Moon: Your spear extends when thrusting, dealing double damage.

58. Dance of the Dragon Daisy: Execute one spear attack, damage fifteen enemies at range.

59. Rain of the Chasing Stars: Consecrate your spear to the heavens. Summon the fury of Starfall lances upon all enemies in (Magic/2) meters of range. This Perk can only be used outdoors. Deals 200% extra damage to enemies vulnerable to silver.

60. Defang Beast: Your spear attacks cause the enemy's next unarmed strike to deal 50% less damage.

61. King of the Hundred Weapons: You gain +50% evasion and Accuracy when fighting with a spear against opponents with a reach shorter than yours.

62. Scourge of the Nine Tassels: When slashing with your spear, you strike with one to nine (randomly) tassels, dealing 2d6 base damage with each.

63. Blood-Seeking Spear: Your spear attacks cause 200% more bleeding and the debuff lasts 100% longer.

64. Bloodletting Thrust: Your spear attacks stop blood recovery and regeneration for 10 seconds.

65. Vampiric Lance: Your spear attacks on creatures with blood heal you for 10% of the damage dealt.

66. Grounding Thrust: Attacking a flying enemy from above causes them to immediately stall.

67. Giant-Climbing Thrust: If you are riding or climbing a creature at least two sizes bigger than you, your spear deals 200% more damage.

68. Spear Portal: You can open linked portals allowing your spear to strike enemies up to (Magic/2) Meters away. You lose 50% evasion for 1 second after you attack.

69. Extinction Spear: Your spear attacks each deal 2 points of Attribute damage to your target. This damage must heal normally with rest.

70. Faith Magic (rare): Add your Faith Attribute to Magic to determine your MP pool. You must always respect your deity's Ethos when casting spells or risk losing Faith points. This perk cannot be turned off.

71. Saintess Magic (ultra-rare). You have a new resource called FP. FP is restored only when you pray and when the worthy pray to you to intercede for them before your goddess. FP is based on Soul. With [Saintess Magic] you can spend FP to create miracles. Always use your FP to further your goddess' goals or suffer dire consequences. You gain 2 base FP per level.

72. Holy Wrath Aura (very rare): Range, (Faith/5) meters. Enemies in the aura suffer an extra 50% Holy damage from your allies' physical attacks. Undead take double damage. You can only have one Paladin aura active at the same time.

73. Sanctity Aura (very Rare): Range, (Faith/5) meters. Debuffs on your allies last 60% less. All healing heals for 50% more. You can only have one Paladin aura active at the same time.

74. Sacred Bulwark Aura (very rare): Range, (Faith/2) meters. Enemies in range must win a contested Mind vs Mind + Faith test or they cannot attack your allies. You gain (Faith/5) base damage reduction.