Stats
- Genji's Stats
[Enigma]
Health: 29,240/29,240 (Con x 250 x 1.2 (Shoulder pad bonus) + 14,240 from outside bonuses. Increase of 21,480 from last settlement.)
Energy: 3,480/3,480 (Int x 50 + 980 from cloak. Increase of 1,640 from the last settlement)
Con: 46 -> 50
Str: 46 -> 50
Dex: 47 -> 50
Int: 49 -> 50
Spc: 49 -> 50
Remaining stat points: 15
- Astros's Stats
[Astros]
Health: 9,700/9,700 (Con x 100 + 7,000, increase of 2,050)
Ethereal Mana: 1,200/1,200 (Int x 20 x 2 (racial bonus), increase of 860)
Con: 13 -> 27
Str: 12 -> 28
Dex: 26 -> 38
Int: 17 -> 30
Spc: 31 -> 41
New skills:
- Free Flow (Active): Cost 80 Ethereal mana to activate. While active, consume 5 Ethereal mana/minute to boost your speed by 30%.
- Happy Go Lucky (Passive): The happier you are, the luckier. +1 luck if you're in a good mood, +2 if your mood is really good, and +3 if you're celebrating.
Old Skills:
- Voidborn (Passive): +5,000 hp, access to Ethereal Mana, +100% Ethereal Mana,
- Spatial Constitution (Passive): +2,000 hp, can survive in extreme environments and conditions
- Friendly Disposition (Passive): All creatures will instinctively have a positive impression of you. Unless there's a deep grudge, they will not initiate the first attack.
- Blessed by Fate (Passive): +7 luck
- Contract Inheritance (Passive): Bond with a partner and inherit some of their traits. Only one bond can exist at a time. This bonding is permanent and will last until the partner's death. Current bond: Enigma of EverRealm. Inherited traits: Stealth and Speed.
- Stealth (Master): You instinctively know how to hide from danger. Stealth has inherited low priority.
- Speed (Passive): You have inherited some of Enigma's speed. Dexterity has been increased.
- Mutual Assistance (Passive): Your partner will also gain some of your stats. Shared stats: +2,000 health and +2 luck.
- Strong Stomach (Passive): Can consume unconventional materials as food. Digestion rate is increased.
- Accelerated Growth (Passive): Convert excess energy from foods to speed up your growth. The more energy, the faster the growth.
Combat techniques - no changes
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 - no changes
* 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 broke through to supreme
- Dodging Supreme (0.2%, new level)
[Dodging]
Level: Supreme (0.2%)
Supreme level bonus: Your body will now instinctively avoid danger, even those that you don’t sense. If an attack is faster than you can dodge, you can perform a short burst to abruptly shift your position.
Note: This is an extremely taxing ability. It’s recommended that you use this sparingly, as each trigger signifies a death you have avoided. Just because you can dodge better doesn’t mean you should dive into danger over and over again.
Description: The best way to dodge is to avoid being attacked in the first place. But if you have no choice, you can at least preserve your life. All it takes is squeezing out more potential than you have and forcing your body to move beyond its limits.
Note 2: Psst. Young man, stop abusing your willpower to overdraw your body. No matter how miraculous it is, it can’t be healthy.
- Stealth (Grandmaster - 42%, +4%)
- Firearms (Grandmaster - 23%, +4%)
- Total Weapon Mastery (Grandmaster - 16%, +3%)
- Hand-to-hand Combat (Grandmaster - 29%, +4%)
- Dagger Mastery (Supreme - 29%, +8%)
Items - item obsoletion had applied
- Shroud of Terror: Cloak that increases speed, reduces gravity, and increases his max energy with kills.
[Shroud of Terror]
Rating: High-Legendary
Defense: 45 (+3)
Durability: 300/300 (+10)
Effects:
1. Growth (Passive): After every world, this equipment will grow with you.
2. Undetectable (Passive): Your stealth has medium priority.
3. Untraceable Movement (Active): Multiplies speed by 3x for 60 seconds. Cooldown of 30 seconds. This effect has medium priority. Cancling this will subtract excess time from the cooldown. (Duration: +15 seconds)
4. Like a Feather (Active): Reduce the effects of gravity by 95% for 1 minute. Cooldown of 5 minutes. (Weight Reduction: +5%, Cooldown: -5 minutes)
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 5 meters and targets you killed. (Range: +2 meters)
Legacy Liberation: Terror Unleashed
* +75% energy intensity for 5 minutes. Cooldown of 1 month. (Energy Intensity: +10%, Duration: +1 minute)
Description: A cloak that has become a true terror to all.
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Note: Zoom Zoom. Is that a plane? A bird? No, it's... Oh wait, you're already dead.
- Lethal Opportunity: His main pair of daggers.
[Lethal Opportunity]
Rating: High Legendary
Damage: 45 (+5)
Durability: 500/500 (+50)
Effects:
1. Growth (passive): After every world, this set will grow with you
2. Occam's Razor (passive): +65 sharpness (+15)
3. Nigh Unbreakable (passive): +250 durability (+40)
4. Spiritual Attunement (active/passive): You can transform these daggers into a phantom form and store them inside your mind space.
Legacy Liberation: Deadly Severance
* +30 Sharpness for 90 seconds. Wounds inflicted during this duration can't be healed for 25 seconds. Cooldown of 1 month. (Sharpness: +5, Duration: +30 seconds, Healing Lockout: +5 seconds)
Description: You can cut almost anything with the simplest motions.
- Jaguar: Poisonous saber that kills with a single scratch. His secondary weapon of choice. Upgraded and slight name changes
[Saber of Poison, Jaguar]
Rating: Legendary (Degraded once)
Damage: 40 (+4)
Durability: 200/200 (+10)
Requirements: 25 STR, 40 CON
Effects:
1. Festering Poison (passive): Poison effects will trigger three times faster. (Increased from 2x)
2. Fatal Wound (passive): A single scratch is all you need to poison your target.
3. Toxic Assimilation (passive): This saber can absorb other poisons to grow. Absorbed poisons can be stored and released at command. (Triggered twice, changed from status effects to poison)
Description: Under Nightmare Enigma's nurturing, this blade of infection has become one of poisons. It has lost its wide spectrum of compatibilities but has become more specialized in poison, making it even deadlier. Be careful, as a single scratch will apply more status effects than you can imagine.
Note: One cut, one kill. You have become a true menace on the battlefield.
Note 2: This should be obvious, but don't cut yourself with this. It's unknown what poisons will be injected.
- Curse Bearer: A flintlock that flickers in and out of existence through a mark on his hand. Downgraded to Epic
Hidden effect: Restrains [Kraken's Grasp]
[Curse Bearer]
Rarity: Epic
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.
- Spring Bound Boots: Stat boost lowered to +1 DEX
[Spring Bound Boots]
Rating: Rare
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. +1 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: Stat boost drops to +1 STR and CON
[Kraken's Grasp]
Rating: Legendary (Degraded once)
Defense: 38
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. Berserk goes down to +4 in CON and STR.
[Tyrant Shoulder Guard]
Rating: Legendary (Degraded once)
Defense: 42
Durability: 180/180
Requirements: 25 str, 25 con
Effects:
1. Berserk (Active): gain +4 con and 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. Low Priority in barrier has been removed
[Quantum Pulse Pendant]
Rating: Legendary (Degraded once)
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. Lasts 10 seconds. 1-day cooldown. (Low priority removed)
Description: A dream accessory for all mages
- Sheath of Original Blood: Bruce. No changes
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. Downgraded to Rare
[Hands of Ambush]
Rating: Rare
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. Degraded to Epic
[Eye of Horus]
Rating: Epic
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: A compass that points to things. Downgraded to Epic
[Stalker's Compass]
Rating: Epic
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 this effect 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.
- Mask of The Black Death: Damage mythic that he retrieved at the end of Primordial Echos. New addition to his equipment.
[Mask of the Black Death]
Rating: Mythic (damaged)
Repair progress: 17.86%
Durability: 1,000/1,000 (Mythic items are hard to break)
Requirements: Bound to Enigma
Effects:
1. Status Forgery (active/passive): When wearing this mask, you can change how your status page appears to others. This effect has medium priority and will last until it is disabled.
2. Ultimate Disguise (active/passive): When wearing this mask, you can change your appearance at will. This effect has medium priority. Effects with lower priority can not see through this disguise. Your disguise can not exceed your body proportions by more than 50%.
3. Soul Sanctuary (passive/active): Your soul is protected from death. When you are affected by a fatal soul attack, negate it and become immune for 5 seconds. This effect has high priority. Limited to 1 use per day.
Description: A mask dedicated to Nightmare Enigma for defeating an Overlord against all odds and retrieving the lost treasure of the Stone Titans.
Note: Everyone wears a metaphorical mask to hide their true selves, but why settle for a figurative one when you can wear a physical one as well?
Note 2: ♫ In the darkness he lurks, stalking his unexpecting prey. ♫
Note 3: Cry, laugh, rage, and fear. What difference does it make if that's painted on a mask?
Note 4: This item is far from reaching its full potential. Keep repairing it if you want to witness its true powers.