Stats
[Enigma]
Health: 7,760/7,760 (Con x 120 + 2,000 from Astros, up 2,600 from last settlement)
Energy: 1,840/1,840 (Int x 20 + 860 from cloak)
Con: 41 -> 46 + (2) = 48
Str: 41 -> 46 + (2) = 48
Dex: 43 -> 47 + (2)= 49
Int: 43 -> 49
Spc: 49
Combat techniques (added stealth dagger)
Dagger Arts:
* Threading the Needle, a length-wise attack that combines speed and curved attacks
* Impact Strike - used to deliver large amounts of concentrated force on the tip
* Side Winder - piercing attack to break through a formation
* Flow - similar to Threading the Needle, but the trajectory is more curved. It uses Shadow flames to boost damage.
* Scar - X-like cut with shadow flames
* Focus strike - concentrate strength beyond his limits into one strike, paralyzing the side of his body that uses this attack. Upon impact, unleash all the brutal force to cause enough damage to disintegrate the surrounding wound
* Stealth Dagger, Converged Existence - concentrates all his energy, physical strength, and cutting intent into his dagger. Has a stealth bonus.
Daggerless Arts:
* Cocoon: Barrier ability made from cutting intent
Energy Techniques (Unchanged)
* Flashstep: High-speed movement ability in a single direction. The average speed increases as his stats and control of energy increases, but he can go faster if he is willing to damage his body.
* Solid Core: Crystalizes the energy around the skin and muscles to gain a diamond-like defense. Decreased mobility while this is active
* Shadow Flames: Energy wraps around his weapon and vibrates at a high frequency to achieve a boost in sharpness. Also cuts anything it touches and can spread like flames. Very intensive in durability costs.
* Shadow Core (passive): Boosts the effectiveness of his energy, constantly upgrades as he refines more energy stats into it, can also act as a final form of energy when broken down.
* Crystallizing weapons: Applying the logic of Solid Core to weapons to increase resistance to damage. Also acts like a spare battery pack for his energy when running low.
* Crystal Manifestation: Solidifies energy outside the body to form any shape he wants. High demand for energy control and cost, but can catch the enemies off guard. Currently limited to support items.
* Dance of Death: Ability of Reapers that allows him to summon 3 silhouettes that move on their own and swap positions with. Very energy intensive since it's a percentage cost.
* Ultimate - Shadow Devour(restricted): A powerful finisher that is designed to kill any target, regardless of regen or resistance. Uses the concepts of infection and mutation to achieve this. This move is currently restricted because his energy lacks a certain violent property that comes from being around high-density dark environments (EverNight). To get around this flaw, Genji created a technique that damages his Shadow Core to infuse his energy with this trait.
Masteries:
- Dodging (Grandmaster - 87%, +4%)
- Stealth (Grandmaster - 38%, +24%)
- Firearms (Grandmaster - 19%, +2%)
- Total Weapon Mastery (Grandmaster - 13%, +3%)
- Hand-to-hand Combat (Grandmaster - 25%, +5%)
- Dagger Mastery (Supreme - 21%, +8%)
Items:
- Shroud of Terror: Cloak that increases speed, reduces gravity, and increases his max energy with kills. Now recovers slight amounts of energy per kill
[Shroud of Terror]
Rating: High Legendary+
Defense: 42 (no change)
Durability: 290/290 (+30)
Effects:
1. Growth (Passive): After every world, this equipment will grow with you.
2. Undetectable (Passive): Your stealth has medium priority. (Upgrade in priority level)
3. Untraceable Movement (Active): Multiplies speed by 3x for 45 seconds. Cooldown of 30 seconds. This effect has medium priority. (Duration: +5)
4. Like a Feather (Active): Reduce the effects of gravity by 90% for 1 minute. Cooldown of 10 minutes. (Cooldown: -2)
5. Essence of Terror (Passive): Gain maximum energy stats from kills.
6. Terror Reinforced (Passive): Recover a small amount of shadow energy from kills. Limited to 3 meters and targets you killed.
Legacy Liberation: Terror Unleashed
* +65% energy intensity for 4 minutes. Cooldown of 1 month. (Energy Intensity: +5, Duration: +1)
Description: A cloak that has become a true terror to all.
- Lethal Opportunity: His main pair of daggers. Can now be stored in his mind, allowing it to bypass world restrictions.
[Lethal Opportunity]
Rating: High Legendary+
Damage: 40 (+2)
Durability: 450/450 (+25)
Effects:
1. Growth (passive): After every world, this set will grow with you
2. Effortless Dicing (passive): +50 sharpness (+5)
3. Nigh Unbreakable (passive): +210 durability (+15)
4. Spiritual Attunement (passive/active): You can transform these daggers into a phantom form and store them inside your mind space.
Legacy Liberation: Deadly Severance
* +25 Sharpness for 60 seconds. Wounds inflicted during this duration can't be healed for 20 seconds. Cooldown of 1 month. (+15 seconds to duration, +5 seconds in healing lockout)
Description: Having reached full maturity, these daggers will now never leave your side.
This text was taken from Royal Road. Help the author by reading the original version there.
- Jaguar: Poisonous saber that kills with a single scratch. His secondary weapon of choice.
[Saber of Infection, Jaguar]
Rarity: Legendary
Damage: 36
Durability: 190/190
Prerequisites: 15 str, 15 con
Effects:
1. Infection (passive): All external status effects caused by the saber will trigger twice as often (Poison that deals damage every 2 seconds will now be every 1 second.)
2. Fatal Wound (passive): A single scratch was all you needed to apply the effects.
3. Assimilation (passive): This sword could devour other negative status effects to grow. (Triggered Once)
Description: After Nightmare Enigma dipped this blade in his deadly poisons, a quality change finally occurred.
- Curse Bearer: A flintlock that flickers in and out of existence through a mark on his hand.
Hidden effect: Restrains [Kraken's Grasp]
[Curse Bearer]
Rarity: Legendary (degraded once)
Damage: 25
Durability: 50/50
Prerequisites: 9 dex, 10 con
Bullets: 2/2
Effects:
1. Curse Bullets (Passive): Shoot a condensed ball of curses that weakens the enemy. The more bullets that hit, the stronger the debuff. Regenerates 1 bullet per minute
2. Side Chamber (Active): Shoot an extra bullet without consuming a bullet count. 5-minute cooldown
3. Big Bullet (Active): Fuse all your bullets to shoot one that deals 4x damage and curse. Requires Side Chamber to be off cooldown. 30 min cooldown.
4. Unrestricted (Passive): A fusion between old technology and fantasy system. This equipment will not be affected by world restrictions.
Description: The essence of the Cursed Sea in the form of an old flintlock pistol. It doesn't shoot well, but its lethality more than makes up for it.
- Boots of the Gale Wolf: Destroyed in battle against the reapers. Replaced by [Spring Bound Boots]
- Spring Bound Boots:
[Spring Bound Boots]
Rating: Epic
Durability: 140/140
Requirements: 35 Con, 35 Str, 32 Dex
Effects:
1. Force Storage(Passive): Every time you move your legs, store some excess force for later. Can store 0/600 units of force.
2. Spring Boost (Passive): When moving, release some of the stored force to boost your speed. +2 dex after storing 100 units of force. Consumes 1 unit of force per step.
3. Unhindered (Passive): Reduce environmental hindrance by 25%. Consumes 2x-4x units of force, depending on how difficult the terrain is to traverse.
Description: The Spring Bound Python is a ferocious beast that can unleash a strike beyond its limits after storing enough force. If caught unprepared, one can suffer heavy injuries from the encounter. Having been made from the python's leather, these boots have inherited similar properties and can aid your movements.
- Kraken's Grasp: A cursed armguard that hosts the spirit of the Kraken. Occasionally tries to kill Genji, but is retrained by [Curse Bearer]. The more he kills, the more that resentment builds up. The accumulated resentment isn't enough to upgrade the curse, but it does strengthen Summon Kraken.
[Kracken's Grasp]
Rating: Legendary
Defense: 48
Durability: 200/200
Requirements: 20 Str, 20 Con
Note: Trying to equip this when you don't meet the requirements will result in you being devoured by the Kraken's resentment.
Effects:
1. Kraken's Strength (passive): +2 str, +2 con
2. Dominance Aura (Active): Pick a stat and conduct a judgment on a target. If your stat is higher, they will receive a mental impact and -1 in the chosen stat. Damage is determined by the difference between the stat of choice. Cooldown of 1 hour.
3. Summon Kraken (Active): Use all your energy and summon the tentacles of the Kraken to strangle a target. The number of tentacles is dependent on the amount of energy used. Cooldown of 1 day.
4. Kraken's Resentment (Curse): The power of this equipment depends on the curse it bears. Although it provides great power to its wielder, it will attempt to kill them when given the chance. Use this with caution.
Description: Formerly made from the tooth of Jaws, this arm guard was corrupted by the Kraken's resentment. Now all that remains of Jaws is a shell of his former self, his spirit shattered, and his anchor occupied by a malevolent spirit.
- Tyrant Shoulder Guard: Shoulder pads that increase his overall physique and give him Berserk
[Tyrant Shoulder Guard]
Rating: Legendary
Defense: 42
Durability: 180/180
Requirements: 25 str, 25 con
Effects:
1. Berserk (Active): gain +5 con, +5 str for 10 minutes, cooldown of 36 hours
2. Tyrant Body (Passive): Increase maximum health by 20%
3. Vigour (Passive): Increase body healing speed by 300%
4. Compact Muscles (Passive): Your muscles have become compact, granting you +2 defense
Description: A shoulder guard fitting of a tyrant. If you aren't one, then this will make you one.
- Quantum Pulse Pendant: Pendant that increases his energy control, and gives him Quantum Shield
[Quantum Pulse Pendant]
Rating: Legendary
Type: Accessory
Durability: 80/80
Requirements: 25 Int
Effects:
1. Energy Control (passive): +50% control over energy
2. Energy Flow (passive): Energy flows 15% faster
3. Quantum Shield (Active): Form a barrier with low priority in protection. Lasts 10 seconds, 1-day cooldown
Description: A dream accessory for all mages
- Sheath of Original Blood: Bruce.
Hidden effect: Bruce can develop and use his own vampire blood arts.
[Sheath of Original Blood]
Rating: Legendary
Durability: 120/120
Requirements: Killer of The Original Vampire
Effects: Sheath Form
1. Blood Attraction (Active): Suck up all the blood in the area and store it for later
2. Flexible Molding (Passive): This sheath can take on any form to cover your weapons
3. Repair (Passive): Slowly repair the durability of the covered weapon by consuming the stored blood
4. Transform (Active): Change into Horse Form
Effects: Horse Form
1. Blood Evolution (Passive): When enough blood vitality is stored, the sheath will upgrade in power
2. Swiftness (Passive): Can run at high speeds
Description: Bruce was a normal nightbane until he met a certain weirdo who spared no costs to fuse him with the blood of a demonic god. Now, he possesses a body beyond his limits and another chance at life.
- Hands of Ambush: Gloves that support stealth and sneak attacks
[Hands of Ambush]
Rating: Epic
Type: Gloves
Defense: 21
Requirements: Stealth (Master), 27 Dexterity, 28 Strength, 30 Constitution
Durability: 100/100
Effects:
1. Deadly Ambush (Passive): When launching a sneak attack, move at 200% speed and deal 200% damage on the first strike, with a 5-minute cooldown between triggers.
2. Camouflage (Active): Blend into your surroundings by manipulating the light around you, with a 4-hour cooldown.
Description: A useful pair of gloves that encompasses the core skills of a desert predator. Don't be deceived by how well it fits an assassin; you will need the strength and body of a warrior if you want to use this.
- Eye of Horus: Scanning equipment for stats, based on the difference between chosen stat
[Eye of Horus]
Rating: Legendary (Degraded once)
Type: Accessory
Requirement: 15 int
Durability: 40/50
Effect
1. Scan (Active): Consume 100 energy and conduct a judgment with a stat of your choice. The greater the difference, the more information you will obtain from the target. 1 hour cooldown.
Description: An artifact that allows you to peek at the information of others. The ancient civilization forged this in the image of a god with a falcon head, hoping it would bring them the god's protection.
Note: Because of the passage of time, its structure has been weakened. Be careful with it, it's fragile.
- Stalker's Compass: Compass that points to things
[Stalker's Compass]
Rating: Legendary (Degraded once)
Type: Accessory
Durability: 100/100
Requirements: 20 Spc
Effects:
1. Ultimate Tracking (Active): Designate a target. This compass will point to them until you designate a new target or until you injure them. 24-hour cooldown between designations.
2. Persistent Stalking (Active): Bypass the cooldown of Ultimate Tracking by providing the cells of a target. If this target is different from the designated one, you can choose which target to follow. The lighter end of the pointer will be used for this effect while the darker end for Ultimate Tracking. A maximum of two targets can be tracked at once. Only one target can be followed at once. The duration of this effect varies with the provided cells. The more prevalent the cells, the longer it will last. The maximum duration of this effect is 24 hours. After that, more cells are required.
Description: You can run, but you can't hide. And even if you run, I'll still find you. It's only a matter of time.