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In Loki's Honor
Life 35 - Chapter 44 - All my Skills, part 3 /3

Life 35 - Chapter 44 - All my Skills, part 3 /3

Barbara entered the library. "Nethe, are you done reviewing your Perks? How many days do you need to admire them?"

I raised two ribbons with my eyes and focused on her.

She pointed behind her and sighed, "You have a guest. One that left the girls all on the back foot."

Barbara let out a long huff. "A God."

I had mom's book fly me her way, then she picked me up.

"Probably a hundred and then more. He didn't give me any. Just asked very politely how was my health and then to fetch you. Did I meet him before?"

She meant in our previous lives.

We went to the sitting room and I recognized the guest immediately. At this point, it was not a mystery anymore. I formed a mouth between the edge of my pages.

"Greetings, Loki of Asgard. To what do we owe the visit?"

The Norse God stood from the armchair. "I wish for some Honorcoin fruitbread. The original one, freshly baked."

Barbara seemed confused but she assumed it was some sort of code.

"I need to fetch the baker, then."

"Certainly. I would love to chat while she bakes."

I suppressed the curse.

*

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*

I shapeshifted into Rosewise and paid to use the [Umbral Workshop]. Taking the ingredients out of my storage, I started kneading the dough.

"This dough takes forty-eight hours to leaven."

"Certainly. Please go on."

I said nothing else as I opened the dough, cut it into strips, added the fillings, then rolled it, and applied egg yolk to the top. Then into the oven, it went.

"The System needs a third Administrator. With Wyxnos gone and Tuisto being what he is, I don't want to be the only one burdened by the woes of this Realm anymore."

"Why now?"

"Two new [Demon Lords] were summoned since you killed the last one in Virturia. The Gauntlet that protected this dimension from incursions is no more. The Pantheon is pressuring us to appoint Galbarar to Wyxnos's place. Would you rather let him take the position?"

Galbarar was the one who placed Rosalinda inside Pandora, expecting the woman's soul to betray me and take over the [Wisp of Creation]. For a long time, I trusted him but now I trusted none of them.

"No. But what will it cost me? I'm not leaving Barbara."

"And neither am I asking you to," Loki said.

I sighed in relief. Barbara too. I continued, "Okay. What about the [Demon Lords]?"

"Just mentioning. You can go there and fight them but honestly, it might be a fun adventure but won't do much good in the long run. The idiots will just summon another one. You could finish the job of five thousand years ago and burn the other half of the continent until it is all glass. At this time, unless we purge everyone who knows how to summon demons and remove any record of the action from this world, it is a Sisyphean task."

The last two bastions of the fight against Demons, Ackerton and Atlantis, were very, very pressured. The whole Scorched Continent had descended into a hive of tyranny, demon worship, and villainy. Life there was even shittier than in Apricot's time.

"Wait, this isn't a new development?"

"No. They've been building their strength for a few centuries now. In secret. Oops," Loki grinned. "I guess I should give a spoiler warning."

"What do you want, then?"

"I told you. I want to appoint you as the new System Administrator. You can keep playing at being a book if that's what you want. Stay down here as a mortal. It's just that we need someone to break ties whenever Tuisto and I disagree with something."

"And what will this cost me?"

"I need you to perform a service for me, in a future life. In exchange, I'll give you a great boon in your time of great need."

Loki usually had a permanent smug and amused grin plastered on his face. But now he had the smuggest grin ever.

"And I assume you won't tell me what service or what boon in advance."

"The service is not something you'll reproach, and the boon is exactly what you'll need in the future. I promise on my honor that I'm not shortchanging you."

"Can I—"

"No. Sorry, you can't abuse your powers as an Administrator for your own benefit. Break the dragon lady's curse on your own."

"What if I am needed and currently unable to suppress the curse?"

"Tuisto was the one who came up with the solution. Here, an upgrade for you."

> Administrator Hotline was upgraded to,

>

> Administrator's Red Phone (unique): You can send and receive messages between System Administrators. This does not reveal either of the party's locations. During the call, all curses on you are suppressed. You must be aware of this Perk's existence to initiate a call.

>

> You gained the Perk,

>

> Shrouded Status (unique): Your status can only be viewed with your permission. You can project titles you own at will or a fake Status for Appraise. This Perk cannot be suppressed.

>

> Because of a Perk, the curse Blocked Status was removed.

I read and re-read the Perks. "Wait. Does this mean I won't remember the contents of the call after it ends?"

"Indeed. This is to keep the game fair on both sides. The Pantheon still hates you. But they are either too cowardly or too wise to strike while you are weakened."

Loki snapped a finger, "And don't worry about the demons. The Pantheon and I are planning to summon heroes from Earth to fight them. it will take another couple thousand years to come into fruition, though."

My muscles locked. "What? Are you planning to kidnap people from Earth?"

"No, no. We are getting them here via Virtual Reality. They will control puppets from Earth. Given the time dilation of one to one thousand between here and there, they can experience months of life here in each gaming session. Five hours on Earth is the equivalent of more than two hundred days on this world. And we are using full dive technology. They will play for days at a time. Each day they play is two years here.

"So, will you take my deal?" Loki reached out with his hand.

I shook it. "Fine. I'll do that task for you, but if it is something I disagree with, I'm out of it."

"That's perfectly fine. As I said, it won't happen anytime soon. I just needed you to greenlight it. There are many things I need to get started before that happens."

I opened the oven, "Your bread is ready, honored guest."

*

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*

Loki vanished after eating the Honorcoin fruit bread and giving praise to the baker. Barbara and I were left alone in the drawing room of her castle.

"There's little time before the hour is up," I told her. "Is there anything you want to ask?"

She grabbed both of my hands and stared into my eyes. "I was so afraid he was going to take you away."

"He needs me to cooperate. And if he wanted me gone, he would've done that ages ago. But this means we need to move our schedule up. We might not have all the time in the world. Nethe is going to evolve. And then we are pushing for level 100. Both you and me and the Aspects. We need to be as strong as we can be."

"Okay."

The hour ended. I was back to being a book mimic.

*

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*

Back at the library, I opened my Status and went through my Proficiencies.

Appraiser (2/7). [ 360 ]. 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).

* Obfuscate Others: Select (P/10) friendly units no further than (P) meters from you. Appraise attempts against them suffer a (2*P/3) Penalty.

Appraiser will be the first Proficiency to come out of the Curse. Everyone that's someone in this world has it. Kids are trained to use it, to obtain information about monsters and people. It is ridiculously hard to level after a point because you need to Appraise harder stuff as you level and there's no such thing, usually.

Blades (2/7) [ 705 ]. 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, gain an immediate attack with a (P/10)% bonus damage.

* Duelist: When fighting against an armed opponent, you gain (P/10)% Accuracy, Evasion, and Damage.

* Dual Weapon Mastery: When wielding a blade and another weapon, your blades gain (P/10)% more damage, accuracy, and parry.

* Sword Aura (U): Sheathe your blades with an invisible blade of Force. Increase durability by (P), hardness by (P/5), Base damage by (P/20), and reach by (P/10) centimeters. Your blades now affect incorporeal or ethereal enemies. You gain (P/100) Strength, Dexterity, and Magic. All other effects remain the same.

* Sword Dance: Wielding a blade is a type of performance. Add (P/20) to social Interactions. Increase observers (including opponents) reactions by (P/80) steps.

I mostly trained Blades to burn the Fast-Learning points. The ability I took synergizes greatly with some Perks.

Mental Mastery (1/7) [ 869 ]. Subtract linear (P) percentile points from the effectiveness of fear, pain, and mental debuffs.

* 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.

* Mana Control: Increase Magic by (P/50).

* Technical Focus: Select one Technical Proficiency to gain (P/10) bonus to its score, up to (P). You can change it only once every month.

This Proficiency is mostly a source of bonus points. But Prescience is worth every point that goes here.

Stolen content alert: this content belongs on Royal Road. Report any occurrences.

Spellcaster (2/7) [ 702 ]. Your spells gain (2*Proficiency)% effect and (P)% accuracy.

* Cursebreaker: Add (P/4) to Magic to break curses.

* 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) to all Mental Attributes.

* Spirit Caster: Gain (P/50) to all spiritual Attributes.

* Grandmaster: You gain (P/2)% damage and (P/10)% cost reduction.

* Master Summoner (U): Summons are considered (P/20)% lower level for purposes of cost. They have Attribute values (P/20)% higher. You gain (P/100) Charisma and Magic.

* Conterspell: Add (P/5) to Magic to counter spells. Your counterspells take (P/15)% less time.

It should be in the thousand if I hadn't lost it back in Tinarturner's life. Spellcaster is another Proficiency that will quickly come out of the curse. With my heinously high Magic Attribute unlocked in future lives, they will probably become spellcasters.

Physical Mastery (2/7) [ 726 ]. 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.

* Active Hardening: You gain (P/15) Hardness if you are aware of an attack.

The counterpoint to Mental Mastery.

Enchanter (1/7) [ 805 ]. 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.

* Engrave Core (U): You can engrave complex enchantment sequences into Cores, creating a variety of utilities.

* Sentient Items: You can imbue intellect into your enchanted items, up to (P/10) points of mental Attributes.

* Growth Items: For a cost of (200 - P/10) points, items you enchant grow and gain (10 + P/50) extra points every (100-P/15) years.

Sentient Items was a wash. 80 points of Mental Attributes are too few to make a really smart item when divided by 3. I could make items with the intellect of an average low-level mage but what's the point?

Jeweler (1/7) [ 482 ]. 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.

Jeweler is basically the accessory Proficiency to Enchanter.

Leadership (1/7) [ 455 ]. 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, Mind, and 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.

* Instructor: You can teach a group of (P/5) students on a Proficiency you have above 100. Students learn (P/5)% faster, up to your Proficiency score in the subject taught, and those above that, including yourself, learn at (P/20)% faster.

This one needs to grow. The bonuses granted are great and I needed them to become greater.

*

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*

The other Proficiencies were still locked.

Archery [400]. 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.

Clubs [303]. 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.

* Homerun: Attacks knockback enemies (P – Enemy Endurance /30) meters away.

Combat Technique [718]. 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)%.

* Wounding Strike: Your attacks slow the opponent’s HP recovery rate by (P/10)% for (P/50) seconds.

* Melee Specialist (U): Add (P/5)% to your melee damage. You gain (P/10) base HP. You gain (P/50) Strength and Endurance.

* Vicious Criticals: Increase Critical chance by (P/30)% and critical damage by (P/10)%

Martial Arts [350]. 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 [626]. 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.

* Zephyr Lance: Increase your spear range by (P/10) cm, Accuracy by (P/10)%, and gain (P/50) Dexterity.

* Spear Soul (U): Double damage and accuracy Proficiency bonuses. You gain (P/100) Magic and all Spiritual Attributes.

Shield [246]: Gain (P*2)% block chance.

* Nimble Block: You may ignore (P/5)% of your shield's weight and momentum. Add (P/3)% to evasion.

* Hard Block: Increase block chance by (P/10)%. Attacks and spells that deal damage even on a successful block suffer an extra (P/10) base damage reduction.

War Technique [459] (**). 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.

* Shining Beacon: If you are engaged in battle along with your troops, up to (P) allied soldiers gain (P/50) Strength, Dexterity, and Endurance. Bonuses shift to new troops when the current holder is knocked out of combat.

Wild Warrior [315]. 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.

Assassination [330]. 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.

Furtivity [791]. 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 [437]. 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.

Alchemist [556] (*). You can synthesize and brew magical and mundane chemicals. Increase potency by (P/5)%.

* Property Prospection: You have a 95% (max) chance to find new properties in rare or new ingredients. You can only inspect a single item type once.

* Mass Production: 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)%.

* Condense Pill: You can convert potions, medicine, and ingested chemicals into pills. Pills are more effective, purer, and the last longer by (P/5)% than the original.

* Transmutation: You can change one raw material into another. The average value is (P/10)% of the original.

Baker [331]. 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 [351]. Plants under your care are (P/5)% healthier.

* 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 [377]. The quality of your maps are (P/5)% higher than average.

* 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 [534]. 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 [337]. 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.

Gnome Machinist [347]. 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 [484] (**) . Resources you harvest are (P/4)% better and more valuable.

* Infused Harvest: Magical resources you harvest are (P/10)% more potent.

* Careful Pruning: When you harvest a living resource, it replenishes (P/2)% faster if you don’t kill it.

* Speed Harvest: You gather resources (P)% faster, with a (P/10)% quality bonus.

* Core Potency: Increase the potency of Cores and magical gems you harvest by (P/10)%.

Metalsmith [561] (*). 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 [360] (*). 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 [350]. 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 [351] (*). 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 [444] (**) . You can inscribe runes to aid in enchanting and spellcasting.

* 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)%

* Resonating Rune Words: Each identical (up to (p/40)) Rune Word you engrave on a structure add (P/50)% to the overall enchantment power, increasing the resilience by the same amount. Total bonus: (P^2/20,000)%

Silkweaver [507] (*) . You can create and weave silk.

* 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.

* Elemental Thread: Select (P/100) magical Schools you have an affinity for. Threads enjoy 95% (max) resistance to them.

And now, my evolution.