Name: "Silverstreak" Melody Symphony Crescendo Harmony.
Gender: Female.
Age: 0 years
Species: Brownie[Silkie] / Rainbow Silkie
Class: Fae Soulweaver / Fae Soulbinder
Professions: High Alhemist / High Soul Surgeon.
> Strength: 1 - Dexterity: 14 - Endurance: 4
>
> Mind: 14 - Willpower: 14 - Charisma: 14
>
> Magic: 44 / 100
>
> Ego: 80? ~ 81? / 100 - Luck: 90 / 100 - Soul: 100
Novice Skills:
* Pseudopod (active, uncommon): You can project microscopic pseudopods up to 2x body length away from you. These pseudopods have all your senses.
* Phagocitosis (active, uncommon): Your pseudopods can catch microscopic particles and creatures smaller than you. You can digest and process what you capture.
* Flagellum Movement (active, uncommon): You have microscopic cilia covering your body. Such cilia improve your movement when immersed in fluids.
* Chemical Awareness (passive, very rare): You can identify chemicals dissolved in fluids around you, to a range of 1/2 body length.
* Cyst Hibernation (passive, very rare): If you are in an environment that can't sustain you or is hostile, your exterior shell hardens and you enter a deep state of hibernation. You gain damage resistance 100 and time passes 10,000 times slower for you. You cyst breaks when conditions are favorable once again.
* Stone Burrowing (uncommon) : You can move through stone at a reduced rate and leave a stable tunnel behind if you so wish. You tunnel even faster in dirt.
* Stone Digestion (uncommon) : You can extract nourishment from ingested stone or dirt.
* Tremorsense (rare) : You can sense vibrations across solid matter around you and pinpoint the sources of these vibrations at a distance of Willpower x Rank inches.
* Leaping (common) : Increae your your jumping distance by Dexterity x Rank x 0.5%.
* Wild Sense (common) : You can recognize wild animals, herbs, and gauge danger in a natural environment.
* Negotiation (uncommon) : You can sway bargains in your favor.
* Bite (common) : :You are proficient in using your teeth to kill your enemies.
* Dodge (common) : :You are better at evading enemy attacks.
* Blind-Fighting (uncommon) : :You can use your other senses to determine enemy locations.
* Giant-Fighting (rare) : :You have bonuses attacking and defending against creatures at least one size larger than you.
* Harden Teeth (rare) : :Your teeth are less prone to break and ignore part of the enemy's defenses.
* Bravery (rare) : :Fear effects on you are Wisdom x Rank x 0.2% less effective.
* Double Jump (uncommon) : While Jumping, if a horizontal or vertical surface is nearby, you can jump again.
* Long Jump (uncommon) : You increase the distance you jump by Dexterity x Rank x 0.5%
* Backflip (uncommon) : You can rotate up to 360º when jumping.
* Staunch (uncommon) : Reduce the duration of Bleeding effects on creatures under your care by Endurance x Rank x 0.2%
* Vitality (rare) : Increase the recovery rate of creatures under your care by Endurance x Rank x 0.5%
* Health UP (rare) : Increase your HP by Endurance x Rank x 0.5%
* Tactics (uncommon): Increase fighting effectiveness when leading a small group.
* Guerrilla Warfare (rare): Reduced chance of detection when performing a surprise attack or setting traps against larger groups of enemies.
* Stealth (uncommon): Reduce chance of detection when attempting to hide
* Backstab (rare): You deal extra damage when attacking enemies unaware of your presence.
* Kicking (common): Increase accuracy and damage when attacking with your posterior limbs.
* First Aid (uncommon): Reduce severity of wounds when paramedical care is applied within one hour.
* Long Term Care (rare): Increase long-term recovery rate of up to Willpower patients.
* Prophylaxis (rare): Patients under your care have reduced incidence of infection and contamination.
* Auvani Language (common): Language spoken by the humans in the Auvani Tribes.
* Mime (uncommon): You can communicate concepts through gestures and body movements.
* Acting (uncommon): Improve transmission of feelings with one's body language and believeability when impersonating a character.
* Tumbling (uncommon): Improve distance and precision of acrobatic maneuvers
* Deception (uncommon): Improve beliveablity of one's falsehoods.
* Storytelling (rare): Improve transmission of feelings and interest of a captive audience when retelling a chronicle.
* Weaving (common): Improve quality and crafting speed.
* Horseback Riding (common) : Improve control and rapport when mounting equines.
* Survival [Temperate] (common): Increase odds of avoiding hazards and finding means of subsistence in [temperate] climate biomes.
* Improved Stamina (uncommon): Reduce rate of fatigue when submitted to long-term exertion.
* Reduced Sleep (rare): Reduce the amount of sleep required by Rank X Willpower x 0.08%
* Hold Breath (uncommon): Increase the length of time before breathing reflexes kick in by Willpower x Rank x 0.5%
* Identify (common): You can obtain the classification and nature of objects up to uncommon quality.
* Efficient Metabolism (very rare): Reduce physiological necessities by Rank x Endurance x 0.08%
* Herbalism (uncommon): Improve growth rate of small plants under one's care and efficiency of harvested small herbs.
* Cold Resistance (uncommon): Reduce cold damage received by Endurance x Rank x 0.075%. You consider cold temperature as Endurance x Rank x 0.04 nearer your comfort zone.
* Camouflage (rare): Reduce chance of being detected by sight when using a specially prepared disguise.
* Hiking (common): Reduce rate of fatigue and movement speed when moving through own means for a long time.
* Drafting (uncommon): Increase precision and accuracy of one's drawings.
* Triangulation (rare): If you can move at least 1% of the distance to a landmark sideways, you can estimate the distance with a certain margin of error. A bigger lateral movement and measuring instruments reduces this error.
* Height Sense (rare): You can sense general height related to the sea level.
* Mineral Survey (uncommon): After carefully examination of the terrain around a large area, you can determine the presence of minerals underneath the ground.
* Geomancy (rare): You can infuse the terrain with MP to generate controlled magical effects. The effects available are dependent on rank and terrain type.
* Sense Depth (uncommon): When underground, sense the general distance to the surface.
* Hide Tracks (uncommon): If you move slowly, you can reduce the chance of others discovering evidence of your passing.
* Reduce Threat [Forest] (rare): When in forested or jungle terrain, reduce chance of drawing the ire of natural denizens and non-sentient monsters.
* Direction Sense (uncommon): You can determine the north direction. Increased accuracy related to Rank and Mind.
* Compounding (rare): You are able to mix medicinal components to create pharmaceuticals tailored to a specific need.
* Leatherworking (uncommon): Increase quality and precision of one's work with creature hides.
* Tanning (uncommon): Increase quality and durability of creature hides.
* Cleaning (common): Increase hygiene and cleanliness of objects cleaned.
* Butchering (common): Increase quality and amount recovered when processing creature carcasses.
* Fire Building (common): You can make fire with the appropriate tools.
* Sewing (common): Increase quality and precision of one's stitches.
* Short Spear (common): Increase accuracy and damage when wielding daggers.
* Baton (common): Increase accuracy and damage when wielding daggers.
* Dagger (common): Increase accuracy and damage when wielding daggers.
* Fulgenian Elvish (language, rare): The launguage of the Fulgen elves.
* Mining (uncommon).
* Pekothian (language, common).
* Remove Curse (very rare) Skill: You can dispel curses. The MP cost is based on the comparison of Magic Attributes between the caster and the bestower of the curse and the rarity of the curse.
* Blood Magic (very rare) Skill. You can cast spells that affect the blood of creatures.
* Ritualist [Blood] (very rare) Skill. You can design and perform rituals that drain a helpless or willing victim's blood to empower magic.
* Tracking (uncommon) Skill.
* Hide Presence (rare) Skill.
* Feint (uncommon) Skill: You can feign an attack to gain an advantage.
* Infiltration (rare) Skill: You gain a bonus when attempting to enter a guarded location without raising suspicion.
* Shift Control (rare) Skill: Add the Skill rank to your Willpower tests to change forms.
* Claws (common) Skill. Increase accuracy and damage when attacking with natural claws.
* Fast Shift [moonbound] (rare) Skill. Reduce the minimum time to shift between forms by Rank x Willpower x 0.1% (maximum 100%) [current: 9.9%].
* Exotic Mount [Bear] (rare) skill.
* Land Survey (uncommon) Skill. You can grasp the lay of the land upon examination, including features and elevation.
* Projection Plotting (rare) Skill. You can skew the map dimensions to emphasize important natural features and enhance comprehension.
* Refine [Medicine] (rare) Skill. You can refine medicinal compounds to increase their potency and purity.
* Measuring Touch (very rare) Skill. You can weigh tiny amounts of materials with great precision.
* Bone Strengthening (very rare) Skill. Your bones are Rank x Endurance x 0.5% tougher (currently: 8.5%)
* Saboteur (rare) Skill. Your acts of sabotage are Rank x (Dexterity or Charisma) x 0.5% more effective.
* Accelerated Regeneration [moonbound] (very rare) Skill. Increase your regeneration by Rank x Endurance x0.5%.
* Concentrate (rare) Skill. The potency of ingredients you refine is increased by Rank x Mind x 0.5%.
* Precision Drawing (rare) SKill. Increase the precision of your penmanship.
* Pain Resistance (rare) Skill. Your sensation of pain is reduced by Rank x Endurance x 0.095%. (current 13,9%).
* Empower Healing [self] (ultra rare) Skill. Effects that restore your HP are Rank x Endurance x 0.5% more effective (current 72%).
* Extract Materials (uncommon) Skill. Improve the accuracy of monster part harvest and reduce the chance of hazards or damaging materials extracted.
* Lair Mapping (very rare) Skill. When you are inside or within Mind meters from a monster lair, you have a general sense of the lair's layout and occupants. The quality of the information gained increases with Rank.
* Process Monster Part (uncommon) Skill. Increase the yield of alchemical materials from monster parts.
* Assassinate (rare) Skill. Inflict extra damage on targets marked for assassination. if you kill them unaware of your presence.
* Decipher Script (rare) Skill. You have a chance to understand writings in unknown languages.
* Break Cypher (very rare) Skill. You can decipher writing using ciphers.
* You gained Linguistics (rare) Skill. You can analyze speech to understand the patterns. Improve the language acquisition rate.
* Preservation (rare) Skill. You can make ingredients you treat and store last longer.
* Recipe Memorization (uncommon) Skill. You can remember more alchemical recipes.
* Stabilize Ingredients (rare) Skill. Ingredients you handle are Rank x Dexterity x 0.5% less prone to lose stability.
* Share Assassin Contract (rare) Skill. You can share a contract with other assassins in a range of Rank x Charisma meters. The assassins need to have this Skill.
* Detect Assassin Contract (very rare) Skill. You can tell when a person has a contract on them in a range of Rank x Mind meters.
* Punching (common). Increase the damage and accuracy of your unarmed attacks made with fists.
* Riding [Humans] (very rare). You have better control and coordination when riding a human bigger than you.
* Evaluate [Artwork] (rare) You can perceive the quality and relative worth of artwork. Increase evaluation accuracy and the chance of detecting falsifications.
* Evaluate [Weapon] (rare) You can perceive the quality and relative worth of weapons. Increase evaluation accuracy and the chance of detecting flaws.
* Evaluate [Armor] (rare) ou can perceive the quality and relative worth of armor. Increase evaluation accuracy and the chance of detecting flaws.
* Short sword (common) Increase damage and accuracy when wielding a short sword.
* Mace (common) Increase damage and accuracy when wielding a mace.
* Gladius (uncommon) Increase damage and accuracy when wielding a gladius.
* Longspear (uncommon) Increase damage and accuracy when wielding a long spear.
* Quarterstaff (uncommon) Increase damage and accuracy when wielding a quarterstaff.
* Conversation (uncommon) People that debate with you are more entertained and the ideas you want to convey are easier to understand.
* Etiquette (uncommon) You know how to act in a social setting and infer the proper behavior from subtle cues by watching others.
* Oratory (uncommon) When explaining a point, the ideas you want to convey are easier to understand and listeners are more agreeable to them.
* Composure (rare) Your control over your body language reduces wariness and aggressiveness on others.
* Tea Pouring (rare) When brewing and pouring tea, your movements and the quality of the brew are Rank x Charisma x 0.5% more pleasant.
* Musical Instrument [Lyre] (uncommon) You know how to play the Lyre. Increase the quality of music.
* Musical Instrument [Harp] (uncommon) You know how to play the Harp. Increase the quality of music.
* Musical Instrument [Aulos Flute] (uncommon) You know how to play the Aulos Flute. Increase the quality of music.
* Singing (common) You can make music using only your voice.
* Diction (rare) Your phonemes are mouthed with more precision.
* Speed-Talking (rare) You can talk faster and still convey the desired information.
* Chemistry (ultra-rare) Apprentice 20. You can mix reagents to produce new substances. Increase the precision of measurements and reduce the chance of failure.
* Anatomy (ultra-rare) Journeyman 30. Your attacks aimed at vital spots have an increased chance of a critical hit.
* Surgery (ultra-rare) Apprentice 20. You can perform surgery on an unconscious person. Increase the chance of recovery and lessen the odds of permanent damage.
* Strovese Dwarvish Language (uncommon) Skill. You can speak the language of the Strovin Dwarves.
* Itlinish Centaur Language (rare) Skill. You can speak the language of the Itline Centaurs.
* Track Contract (rare) Skill. You can know the general direction and distance to a contracted target you've seen recently. Helps with tracking a contracted target otherwise.
* Defensive Roll (uncommon) Skill. If you have room to tumble, you can mitigate the damage of a critical hit.
* Mind's Blank (very rare) Skill. When fighting with an opponent, you can delay your attack to strike at a moment between his perception. If successful, you score a critical hit.
* Titration (very rare) Skill. You pour solutions on another with more precision, reducing the chances of missing the desired point or concentration.
* Filter Solution (very rare) Skill. Spend MP to remove solid impurities from a solution.
* Estimate Heat (very rare) Skill. You can estimate the temperature of a hot object. The precision of measurement increases with Rank and Mind.
* Neutralize Fumes (very rare) Skill. Fumes produced by your reactions can be Rank x Mind x 0.5% less noxious if you so desire.
* Retrieve Catalyst (ultra-rare) Skil. Increase the amount of catalyst recovered after a reaction by Rank x Mind x 1% (Maximum 100% of the catalyst used).
* Estimate PH (ultra-rare) Skill. You can estimate the PH of a solution. The precision of measurement increases with Rank and Mind.
* Diagnosis (rare) Skill. You can know the ailments on a person after a cursory investigation. The precision of the diagnosis increases with Rank and Mind.
* Sterilize Implement (rare) Skill. Tools you wield are sterile. Reduce the chance of infection when performing surgery.
* Estimate HP (rare) Skill. You can estimate the HP and wounds of a person after a cursory investigation. The precision of measurement increases with Rank and Mind.
* Intensive Care (very rare) Skill. As long as you don't stop seeing a patient after surgery, double the recovery rate.
* Ektanish Elven (rare) language. You can speak the language of Ektan elves.
* Elteran Language (uncommon). You can speak the language of Elteran humans.
* Detect Traps (uncommon) Skill. You have an improved chance to detect traps.
* Disarm Traps (uncommon) Skill. You have an improved chance to disarm traps.
* Trapsense (rare) Skill. You have a chance to receive warning instants before triggering a trap.
* Axmianish Human Language (uncommon) Skill. You can speak the language of Axmian humans.
* Wrottian Human Language (uncommon) SKill. You can speak the language of Wrottan humans.
* Resist Social Influence (rare) SKill. Add the Skill rank to Charisma to resist social influence Skills and Perks.
* Quickdraw [Daggers] (uncommon). Increase the precision of movement and reduce the time required to draw and ready daggers.
* Improved Spiritual Power (very rare) Skill. Increase your Spiritual Power amount by Rank x Ego 0.5% [Current: 27%].
* Improved Spiritual recover (very rare) Skill. Increase your SP regeneration by Rank x Spirit x 0.5% [Current: 28%].
* House Magic (uncommon): You can learn and cast House Magic spells.
* Thread Color Control (very rare): You can display a wide gamut of colors in your spun threads.
* Increased Thread Production (rare): Increase the amount of thread you produce by Rank x Endurance x 0.5%.
* Fast Weaving (uncommon): Your weaving speed increases by Rank x Dexterity x 0.5%.
* Detailed Woven Pattern (rare): Increase the precision and details of your woven patterns.
* Strengthened Threads (rare): Increase the durability of your threads and fabrics woven from them by Rank x Willpower x 0.5%.
* Thread Repair (very rare): You can spend MP to repair threads, closing holes in the fabric, and fixing fraying strands.
* Condense Dust (uncommon): Dust you dislodge gets condensed and easier to remove.
* Cleansing Scrub (uncommon): Increase the cleanliness of scrubbed surfaces. Ease the removal of grime.
* Mold Eradication (rare): The mold you clean fails to release spores. Spores already present on surfaces you clean are killed.
* Grime Removal (uncommon): Grime becomes easier to remove from surfaces.
* Extra Polish (common): Materials you polish become shinier and tarnish at a slower rate.
* Spirit Diplomacy (very rare): Add the rank of this:to Charisma when interacting with the dead or undead.
* Resist Enthrallment (very rare): Add the rank of this:to resist Enthrallment effects.
* Detect Spirit (rare): You can sense spirits in a range of Rank x Mind meters.
* Blight Delay (very rare): Multiply the blight damage interval by the:rank.
* Pacify Undead (very rare): Shift the initial reaction of undead you meet by Rank x Charisma x 0.5%. This reaction bonus ends if you take a hostile action.
* Materialize Spectre (very rare): Spend SP to allow a willing specter to materialize. While materialized, it loses its immunity to normal weapons.
* Undeath Ward (very rare): Spend SP to create a ward on a person or location that forbids contact or entry by the undead.
* Banishing Bolt (rare): Spend SP to shoot a bolt of spiritual energy to damage incorporeal spirits or undead.
* Soul Armor (ultra-rare): Spend SP to create an ectoplasmic armor on a target creature or object. This armor protects only against Incorporeal spirits or undead attacks.
* Refine Hormones (ultra-rare): You can refine hormones out of the blood.:level increases the rate of recovery and quality of the extract produced.
* Dry Reagent (very rare): You can dry reagents into powder form, increasing their shelf life by Rank x Mind x 0.2 times. The increase is determined each time this:is used and does change for that particular batch of reagents.
* Phase Separation (very rare): You can force fluids with low adhesion force between them to separate into different phases.:level increases the degree of separation and purity of the phases.
* Lightning Electrolysis (very rare): You can spend MP to create an electrical potential between two electrodes you touch.
* Centrifugal Spin (very rare): You can spend MP based on the radius of the container to generate a centrifugal force on the container.
* Quick Dissolution (very rare): Solutes dissolve faster. Does not affect solubility.
* Minor Transmutation (ultra-rare): You can spend MP to transmute one reagent into another of lesser value and rarity.
* Hematopoietic Stimulation (very rare): You accelerate the production of blood in a willing or unconscious target.
* Pinch Blood Vessel (very rare): You can spend MP during surgery to temporarily cut blood flow in a blood vessel.
* Sustain Organ (very rare): During surgery, you can spend MP to sustain an organ functional for Rank x Mind minutes longer without blood flow.
* Heal Internal Damage (ultra-rare): During surgery, you can spend MP to mend wounds to internal organs if you can reach the damaged part.
* Thread Suture (ultra rare): You can use the threads you generate as suture without the need for needles. Accelerate speed of recovery for sutures and absorption of the thread. Reduce scarring.
* Dialysis (rare): During surgery, you can spend MP to gather the patient's leaking blood, purify, and return it to the patient.
* You unlocked the Spirit Surgeon (ultra-rare): Spirit Surgeons gain 5 (+1):points per level. Your profession changed to Spirit Surgeon. You gained 5 retroactive:Points.
* Delay Departure (ultra-rare): The soul of patients that die in the operating table is kept attached to the body for Rank x (Patient's) Willpower extra minutes.
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Advanced Skills:
* Enghish (language, unique) : Journeyman 35. You can read, write, listen, and speak English.
* Sign Language [rabbit] (rare) Journeyman 35: A sign language using paw, nose, and head movements, made especially to be used with a lagomorph's body.
* Meditation (rare) Apprentice 20. After a few minutes of concentration, you can clear your mind and control your emotions. During the meditative state, you gain an extra Willpower test modified by the Skill level to resist mental influence and perceiving illusions for what they are.
* Yoga (unique) Apprentice 20. Improve Flexibility and motor control of your body by Rank x Endurance x 0.2%.
* T'ai chi ch'üan (unique) Apprentice 20. Improve body recovery rate, reduce the duration of debuffs, and increase your lifespan by Rank x Willpower x 0,05%.
* Karate (unique) Apprentice 20 . Improve the damage and accuracy of your punches and kicks using humanoid appendages.
* Judo (unique) Apprentice 20. Improve damage and accuracy for grappling and throwing maneuvers.
* Aikido (unique) Apprentice 20. Improve dodge chance, the accuracy of counterattacks, and mobility in combat.
* Matvese fairy language (rare) Journeyman 35: You can speak the language of the Matvese fairies.
Perks:
* Very Fast (rare): Your base movement rate is double your racial average.
* Disease Immunity (rare): You are completely immune to disease and parasites.
* Poison Immunity (rare): You are completely immune to poison and venom.
* Vorpal Teeth (very rare) :your critical hits using Bite can sever limbs or necks.
* Improved Critical [Bite] (rare) :The critical strike range of your bite attacks is doubled.
* Favored Enemy: Humans (uncommon): Treat all your combat Skills as one rank above when fighting against humans.
* Improved Natural Attack [Bite] (uncommon): You gain a bonus to hit and damage with bite attacks.
* Natural Attack Specialization [Bite] (rare): Your bite attacks deal half as much damage and increase the critical range by 1.
* Close Quarters Fighting (uncommon): If an enemy is within your reach and its attack range is longer than yours, you gain a bonus to all defenses.
* Climb Giants (rare): While riding an enemy larger than you, you gain a bonus to attack and defense against that creature.
* Drop from the Saddle (rare): You gain bonus evasion while riding a creature. Attacks that miss you hit your mount.
* Unwilling Ride (rare): Hostile creatures you ride have a penalty to attack or dislodge you.
* Linguist [Sign Language] (rare): You learn sign languages 20% faster.
* Home Ground Defense (rare): Halve all damage received when defending your home. Your defensive Skills are considered a rank above when fighting to defend your home.
* Indomitable (rare). You only die when you reach 2*Endurance negative Hitpoints.
* Exp Boost (ultra rare): You gain a 25% Experience bonus.
* Magic Resistance (rare): Magical attacks deal 25% less damage to you. Undesirable Magical effects are 25% easier to resist.
* Alertness (uncommon): Add your Mind and Wisdom Attributes to detect threats.
* Detect Monster (rare) :you sense the presence of monsters at a range of Mind meters.
* Improved Critical [monster] (rare): Your critical chance against monsters is increased.
* Unerring Strike [Monster] (uncommon): Your attacks against monsters are harder to avoid or defend.
* Great Longevity (blessing, ultra-rare): Increase your natural lifespan and reduce rate of aging past your race's age of maturity by a factor of ten.
* Elder Elven Kinship (blessing, ultra-rare): Regardless of your race, all Elves consider you a member of their race and kin to their elders.
* Harried Dodge (rare): When facing. or more opponents in melee, attacks that you dodge have. risk of striking one of your enemies.
* Locate Favored Enemy (rare): You can sense your favored enemies at. distance of Rank. Mind meters.
* Reinforced Veins (very rare). Reduce bleeding effects and duration by 50%.
* Tranquil Mind (rare): You are immune to Rage effects.
* Bleeding Strike (rare). Your Cutting and Piercing attacks ignore part of the target's armor to check for bleeding wounds.
* Hemorrhage Strike (very rare). Bleeding wounds you inflict deal triple damage and last 50% longer.
* Stunning Bleed (rare). Victims of your bleeding wounds must pass an Endurance check or suffer. 50% penalty to their combat skills while the bleed lasts.
* Moonbound [Black Jaguar] (ultra rare). you are. moon-bound. If you pass. Willpower test, you can shift either into your beast or hybrid form.
* Forced Shift [moonbound] (curse, rare). During. night of the full moon, you must pass. hard Willpower test or be forced to take your moon-bound form.
* Beast Regeneration [moonbound] (rare). When in your beast or hybrid forms, you recover from any wound not inflicted by silver at. fast rate.
* Monster Exp Boost. (uncommon). Increase Exp gains from monsters by 25%.
* Eat Anything (ultra rare). Your body can process and draw nourishment from almost any source.
* Improved Extract Materials (uncommon). Monster parts you harvest from monsters you killed have better properties and potency.
* Earth Affinity (rare). All of your skills and traits are stronger when underground. Earth magic costs less MP.
* Darksight (rare). You can see in non-magical darkness up to 10 meters away from you in black-and-white and up to 20 meters as blurred shapes
* Improved Burrowing (rare). Double your burrowing speed.
* Less Debris (very rare). When digging, you generate 50% less debris.
* receive an Experience tithe from all were-jaguars based on proximity.
* Death Contract (rare). Gain 50% more Experience from targets marked for assassination.
* Death Blow (rare). Spend MP to gain. damage multiplier when striking an enemy unaware of you.
* EXP Boost. (uncommon). Gain 305% more Experience.
* Death Contract. (rare). Gain 757% more Experience from targets marked for assassination.
* Melodius Voice (uncommon). Your voice is never off-tune. Add your Endurance to Charisma for all Charisma effects that depend on speech or song.
* Erase Presence (uncommon). Whenever you use. furtive skill out of combat, that Skill is 50% more efficient. Modified by Luck.
* Temperature Tolerance (rare). Increase the range of acceptable temperatures by twenty degrees Celsius. Decrease damage from exposure to either hot or cold temperatures (but not fire or ice damage) by half.
* Stunning Ambush (rare). Unaware enemies struck by your melee attacks suffer an extra stun debuff.
* Chameleon Skin (rare). You can change the color of your skin and hair. Reduce odds of visual detection by at least 60% if you are standing still.
* Favored Enemy [Demons] (rare). Treat all your combat Skills as one rank above when fighting against demons.
* Strengthened Health (rare). Your HP pool is based on either Strength or Endurance, whichever is higher, plus half of the lower Attribute.
* Limber Health (rare). Your HP pool is based on either Dexterity or Endurance, whichever is higher, plus half of the lower Attribute.
* Willful Health (rare). Your HP pool is based on either Willpower or Endurance, whichever is higher, plus half of the lower Attribute.
* Corrupted Blood Resistance IV (very rare). Damage taken by Corrupted Blood is lowered by 93.75%.
* Eat Magic (ultra-rare). You can gain nourishment from magic. Reduce damage taken from magical sources by at least 25% up to 80%, depending on your hunger.
* 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. Thiscan be toggled on and off at will.
* Improved Track Contract (very rare). You are aware of the location of assassin contracts you are undertaking and can track them at ten times the distance.
* Lightning Resistance. (ultra-rare). Reduce all lightning damage suffered and the duration of lightning-related debuffs by 96,9%.
* Fire Resistance. (very rare). Reduce all fire damage suffered and the duration of fire-related debuffs by 96,9%.
* Demon Slayer II (very rare): Your attacks against demons deal 125% more damage. The damage from your attacks do not regenerate and lowers the demon's strength and agility.
* Favored Enemy Critical Chance (very rare). Increase your critical hit chance against favored enemies.
* Partial Transformation (very rare). You can shift parts of your body while keeping the rest the same.
* Favored Enemy Exp Boost. (very rare). Experience from favored enemies is increased by 657%.
* Polyglot (rare) trait. Increase the comprehension and learning rate for language Skills by 20%.
* Unlock Luck (very rare): You unlocked the Luck Attribute. Your Luck will display in your Status. You can directly spend Attribute points on Luck.
* Nimble Dodge (very rare): When fighting creatures bigger than you, you gain bonus movement speed and a dodge bonus for every difference in size.
* Spin Silk (very rare): You can use MP to create, spin, and weave silk. You can choose the thread color and fabric pattern.
* House Magic Affinity (uncommon): You can use House Magic spells with greater effect and reduced cost.
* Natural Spellcaster (very rare): You need only your concentration and MP to cast spells to which you have an affinity:
* Fairy Animal Shapes (rare): You can spend MP to shapeshift into small harmless animals. You do not transform back if you die in animal form. Mortal magic cannot see you for what you are. Other fairies recognize you as one of them.
* Faerie Invisibility (rare): You can spend MP to turn invisible. Other faeries can still see you normally. Attacking breaks the invisibility. This is an illusion effect.
* Boggart Transformation (very rare): You can spend MP to transform into a boggart, a mischievous incorporeal spirit that can manipulate crafted objects at a distance.
* Steelweave (very rare): Increase the tensile strength of fabrics you weave from your created threads by a factor of ten.
* Small Animal Shapes (very rare): You can transform into small animals as well as the smaller ones.
* Blight Protection (very rare): Select any number of target creatures no further apart than Willpower meters from you. Whenever that creature would take damage from blight, spend SP equal to the blight damage taken to negate it. The protected person receives the benefit of Blight Delay.
* Favored Enemy [undead] (rare): Treat all your combat Skills as one rank above when fighting against spirits and undead.
* Cloth Body (ultra-rare): You can spend SP to force a spirit or specter to inhabit a previously prepared stuffed cloth body you created with your threads. You do no gain control of the animated body.
* Spiritual Health (ultra-rare): Your HP pool is based on either Soul or Endurance, whichever is higher, plus half of the lower Attribute.
* Cleanse Blight (very rare): Spend a massive amount of SP to temporarily cleanse blight. Should you affect the whole blight area, it won't return if the undead is not present.
* Strengthened Animal Shapes III (rare): When you transform into an animalistic form, Increase your physical Attributes by 12.
* Medium Animal Shapes (very rare): You can transform into medium animals as well as the smaller ones.
* Dire Animal Shapes (very rare): You can shift into a stronger feral form of an animal as well as the normal version.
* Fairy Godmother (very rare): You can adopt a mortal child and grant her magical powers by permanently sacrificing your MP.
* Spirit Pact (very rare): You can spend SP to make a contract between two willing parties. A living creature and a spirit. The spirit grants its power to the creature in exchange for sustenance and a 5% Exp tithe from the living.
* Extra SP II (very rare): You gain 2 more base SP per level.
* Spirit Caster (ultra-rare): You can lend SP to a contracted spirit to make it cast spells on your behalf.
* Soul Weapons (ultra-rare) Skill. Spend SP to wrap a weapon with ectoplasm. This weapon deals normal damage to ghosts and incorporeal undead.
* Sticky Threads (uncommon) Skill. Threads you create through biological or magical means are adhesive. Use the Skill rank plus half your weaving Attribute as the effective Strength. The threads do not stick to you although you can cling to them.
* Throw Threads (uncommon) Skill. Threads you create through biological or magical can be thrown at a target up to Rank x weaving Attribute meters.
* Soulguide (ultra-rare): Infuse an incorporeal spirit of an undead creature with MP to purify its grudges. The spirit is incapacitated while the infusion is underway. Hostile action removes the effect of this: Once the spirit is purified, it will become friendly for 24 hours or until you dismiss it. Once that happens, it will move on.
* Speaking Animal Shapes (very rare): You can speak any language you know while transformed into an animal.
* Tiny Animal Shapes (rare): You can transform into very tiny animals as well as the other sizes you normally can.
* Mystic Soul (very rare): Add half your Soul Attribute to Magic to determine your MP pool.
* Pinnacle of Soul (ultra-rare): You reached the mortal maximum for the Soul Attribute. You are immune to Blight. You are immune to possession. You can get as low as 100 * Endurance negative HP before you die.
* Prismatic Skin (ultra-rare): Your skin absorbs 10% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
* Improved Prismatic Skin (ultra-rare): Your skin absorbs 15% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
* Prismatic Silk (ultra-rare): You can spend extra MP and time to weave silk that's immune to a particular element's damage. The hue of the silk must match the element.
* Mana Shield (rare): 25% of the magic damage you take (after all modifiers) is subtracted from MP.
* Hardened Mana Shield (very rare): Your mana shield absorbs all kinds of damage.
* Last Chance (ultra-rare): Target a recently deceased creature. Spend SP equal to twice the maximum HP of the creature. That creature stays alive for 5 minutes minus the time since it died. This does not work if the soul is unavailable or if the body is either obliterated or grievously wounded beyond any chance of recovery. A target can only be affected by this perk once every twelve years.
* Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 5:1.
* Improved Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 3:1.
* Soulspeaker (very rare): You can speak with and understand spirits and the undead regardless of language.
* Diplomat from Beyond (very rare): Add half your Soul score to Charisma when interacting peacefully with spirits or the undead.
Unique:
* Divinity Absorption: Any use of divine power targeted at you or the area you occupy is nullified.
* Reincarnation: Upon final death, you are randomly returned to the world as a newborn of another species.
* Past Life Memory: Never lose sense of self. You carry memories, Attributes, Skills and non-situational Traits to the next life.
* Pioneer: You are the first of your species to be inducted to the System. Skill growth increased by 10%.
* Absolute Clinging: You can cling to any surface without damaging it, including force constructs.
* Clay Transmutation: You can spend MP to transmute matter into clay.
* Prodigy: You are the youngest of your species ever inducted in the System. Skill growth increased by 10%.
* Fast-Learner: Your Exp gains are multiplied by 10,000.
* Water Fairy Familiar. You have. water fairy familiar. It will grow stronger as it ages. Its powers are always limited by your own level.
* Were-kin Matriarch. Were-creatures are compelled to obey you. Your combat Skills raise a rank when fighting against or with were-creatures. Those you personally convert are stronger, smarter, and gain a loyalty boost. You gain a tithe from the Exp gains of were-creatures near you.
* 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. distance up to Willpower meters away from you. The MP cost varies depending on the mass and bulk of the object stored.
* Pioneer Chemist. Chemical reactions you cause are 20% more likely to happen as intended. As. pioneer, you gain. extra Skill point for every Profession level in Chemist or its derived Professions.
* Pioneer Surgeon. When performing surgery on. patient, reduce bleeding and damage caused by 20%. Increase recovery time by 20%. As. pioneer, you gain. extra Skill point for every Profession level in Surgeon or its derived Professions.
* Divine Negotiato. Add your Mind to Charisma when negotiating. deal. If your offer is one you consider truly reasonable and not harmful for the other party, decrease their resistance by 50%. Thisworks on deities.
* SP Substitution. You can spend SP instead of MP to power any ability that requires SP.
Curses:
* Blocked Status (very rare): Your status can only be viewed with divine magic.
* Feminization (uncommon): Your gender is female, if possible.
* Greater Decrepitude (ultra rare): Your maximum physical Attributes are your racial average minus one.
* Greater Feeblemind (very rare): Your maximum mental Attributes are your racial average minus one.
* Random speciation (rare): Your birth race is determined at random.
* Random disability (rare): Upon birth, you gain a random disability. This disability is removed upon death.
* Divine Siphon (unique): divine energy that targets you or enters in contact with you is drained and the power is sent to [Loki, Asgard].
* Sterile (rare): You cannot generate offspring.
* Forgotten Identity(rare): You cannot remember your identity from your life in another world.
* Technogibberish (very rare): You cannot transmit scientific or technological knowledge through any means. All attempts will be interpreted as gibberish by others.
* Unskilled IV (very rare): You cannot raise Skills above Novice rank.
* Unspeakable Name of God (ultra rare): You cannot utter the name or transmit the knowledge of gods by any means. All attempts will be interpreted as gibberish by others.
* Slow Learner IV (ultra rare): Your Experience gains are divided by 10,000.
* Unspeakable Curses (uncommon): You cannot speak about your curses through any means. All attempts will be interpreted as gibberish by others.
* Cold Iron Vulnerability (uncommon): You take 200% normal damage from attacks made of cold iron.