Status: Ygra, Hestia
Name: Ygra
Race: Swamp Ogre (monster; epic)
Level: 48
Titles: Dread of the Swamp; Master of the Hunt; Hero's Companion; Combat Unity; We Were Few; All Is Prey; Legend Creator (Fall of Stone); Raid Master; Erotic Vulnerability: Hypnosis and Subduing the Will; Legend Seer; Legend Killer;
Characteristics Points: 0
Evolving Points: 0
Characteristics:
Strength: 279 (1*3)
Dexterity: 120
Endurance: 430 (1*3)
Perception: 135
Concentration: 63
Energy: 61
Talents:
Sturdy Hide: 4/4
The skin acquires the highest durability, becoming almost invulnerable to insufficiently strong blows, but even really powerful attacks will lose some of their striking power; a high probability of completely ignoring damage from small arms and throwing weapons.
Black Blood: 3/3
Significantly reduces vulnerability to dark branches of magic; dissipates active spells on contact with skin and blood; debuffs dissipate three times faster.
Kinship of the Mire: 5/5
Gives complete unity with the mire and swamps; significantly increases stealth skill when in the swamp; extremely effective at hiding from sensory magic skills; makes it difficult to find with active skills; has no effect outside the swamp; weakened in normal forests.
Call of the Hunt: 1/1
During the hunt, if the hunt takes place on the swamp, dexterity and perception characteristics get a bonus of +20 points. During the hunt, if the hunt takes place on the swamp, stealth skills increase by a certain value: from 10 to 50 percent.
Death Claws: 4/4
Bare-handed strikes inflict maximum damage, ignoring most magical defenses; deal damage to ghostly forms and intangible entities; unenchanted armor does not stop blows, while enchanted only weakens; allows, at the limit of concentration, to muffle the sense of danger of the attacked victim by striking unexpectedly.
Swamp Rookery: 5/5
Allows you to create a special place on the marshes, which the marsh itself hides in every way from search and prying eyes; synergistic with the kinship of the marshes; allows you to gradually accumulate influence up to the complete hiding of the rookery from the outside world; allows, at the limit of concentration, to muffle hostile search and sensory magic.
Grain of Sapience: 1/1
Increases an individual's level of intelligence by significantly improving cognitive ability; racial trait Low Intelligence is replaced by racial trait Weak Intelligence.
Primitive Body Art: 2/5
Allows you to use the simplest alchemical reagents growing on the marshes to create special paints, which are applied to drawings on the naked body; simple and crude magic nevertheless carries a huge power; allows you to use many primitive, but unique and powerful magic rituals, drawn directly on your body; removes the racial feature of magic antitalant; allows for a long time to accumulate marsh power in the drawings on the body, subject to the presence of marshes.
Swamp Step: 1/5
Allows, with some strain, to capture the natural energy currents of the swamps and step after them, greatly increasing the speed of movement on swampy terrain; allows, with maximum concentration, to instantly move short distances directly in combat.
Attractive Body: 3/3 (gifted)
A rare skill that draws gazes to the host's body as well as to specific parts of it; reduces concentration, will, restraint, and increases the influence of carnal desires; the effect accumulates when a gaze is held on the host for a long time; of limited use in combat situations.
Pheromone System of Soft Influence: 5/5 (gifted)
Allows the host body to secrete pheromones that affect the mind and consciousness of others; the effect is stronger when touched directly; can induce lust, desire, sleepiness, relaxation, submission, and calm in victims; when used actively and consciously, can cause a paralyzing, weakening or subduing effect when touched; can be effective in combat against living and breathing opponents.
Special:
Darkvision (racial)
Enhanced hearing (racial)
Sensitive Nose (racial)
Triple Strength (racial)
Triple Endurance (racial)
Weak intelligence (racial)
Acid Vulnerability (racial)
Reinforced body (common)
Reinforced Bones (uncommon)
Perfect immunity (rare)
Ogre Regeneration (epic; racial)
Great Swamp Ogre Regeneration (Legendary; Racial)
Steel Muscles (rare)
Primal Power (epic)
Improved Coordination (common)
Absolute coordination (rare)
Clear Gaze (rare)
Improved Energy Recovery (common)
Increased magic density (common)
Hero's Companion (epic)
Fast body cleansing (normal; active; gifted)
Skills:
Imperceptibility: 68 (great master)
Silent Walk: 65 (great master)
Danger sense: 69 (great master)
Deathstroke: 71 (legend)
Hand-to-hand combat: 72 (legend)
Lovemaking: 55 (great master; partially gifted)
Self-satisfaction: 67 (great master)
Reagent collection: 24 (journeyman)
Ritualism: 33 (master)
Witchcraft: 21 (journeyman)
Seduction: 56 (great master)
Entering trance: 40 (master)
The Creator of Legend (The Fall of Stone): Few people manage to enter the legends, there's no point in hiding it. Heroes are forgotten, deeds are devalued, and the inexorable passage of time erases memory in the same way that the flames of war burn the books in which they recorded what memory has forgotten. There are hardly many who will talk about your deed, and you yourself will be silent ahead of them all. But there was a deed, there was a battle, and there was a victory. The fortress, which was called the Stone, was a stronghold that even a mighty army could not crush, and who offered to take it by storm would be called a madman. Are you and the handful of those who came with you to the battle to be called insane? Your future is unclear, your prospects are blurred and your chances of survival are remote, but you created this legend yourself. Bonus: +25 to all stats; + 10 to class stats; +7 perk points.
Raid Master (epic): Once outside your native habitat, not only did you not die as prey to the local hunting masters, but you yourself began to hunt them. A successful and bloody hunt, which cannot but be rewarded. Bonus: + 10 to Endurance and Perception; reduced penalty to being outside your home territory.
Erotic Vulnerability: Hypnosis and Subjugation of the Will (rare): Your consciousness has been so often restrained and overwritten by floods of pleasure and tenderness that it has acquired a considerable vulnerability to such influences. Or, conversely, resistance. You can be easily mesmerized and subjugated, made to think of yourself as a footstool... but at the same time, you're much harder to subdue completely. Bonus: Seduction, submission, and hypnosis skills have a much stronger effect on your mind; the effects of seduction, submission, and hypnosis skills fall off your mind many times faster, even if they are initially thought to be permanent.
Find this and other great novels on the author's preferred platform. Support original creators!
* * *
Name: Hestia Raimel
Race: Spawn of the Mist (creature; epic)
Level: 30
Titles: Creator of Legend (Fall of Stone); Hero's Companion; Monsters Gone Silent; Raid Master; Beholder of Legend; Killer of Legend; Distorting Essence; Enslaver; Great Enslaver; Ruler of Vice (Lust);
Stat point: 0
Evolving point: 0
Characteristics (standard):
Strength: 70
Dexterity: 70
Endurance: 80
Perception: 100
Concentration: 180
Energy: 120
Talents:
Body of Mist: 5/5
A skill common to all creatures of the Mist; grants invulnerability to all physical and weak magical attacks; allows you to penetrate any crevices and openings; allows you to use your own body to create shields, tentacles, whips, blades, nets, or other weapons, tools, and defenses; Allows masterful concealment of sensory abilities and skills by pretending to be ordinary fog; allows you to regenerate your body from insignificant particles left by enemy attacks, down to a tenth of a point.
Cover of Mist: 5/5
Allows you to create and control mist over a large area, giving it special properties; allows you to use mist as the basis for concealment and masking fields; allows you to be transported through mist, leaving the usual spectrum of space; allows you, with costs, to give mist some of the properties of the Mist; allows you to gradually sink a reality area filled with mist closer to the Mist, gaining advantages in that area; allows you to slightly distort perception and space metrics for people caught in mist, preventing them from leaving.
Flesh of Mist: 4/4
Allows you to encapsulate your own body into a vessel of pseudo-flesh that has all the properties of a material body; all possible external differences from a normal human body disappear; the disguise cannot be revealed by scanning skills below epic grade; allows you to ignore most physical wounds, instantly curing them with mist flesh.
Lapse in Mist: 6/6
Allows you to freely transform sections of your own mist body into gaps leading somewhere in the depths of the Mist; allows you to absorb physical or magical attacks, sending them to another plane of existence, thus avoiding the inevitable damage; allows you to use the mist covers as a dome-like barrier of the protective, sensory or camouflage type; allows you to transfer to the Mist the creatures caught within your barrier, partially restoring their own reserves; allows, with high concentration, to move from one area to another up to a distance of several day's marches.
Mist to Mist: 2/2
Allows you to subtly sense the location of the nearest misted area at considerable distances; when in a misted area, it is easier to use your own talents; it is possible to obtain positive status effects if you stay in the misted area for a long time.
Mist Takes: 5/8
Allows you to turn your own body into a special type of mist, drawing energy, strength, will, memories, and even the soul itself when touched; allows you to pump out everything, using the talent in a combat situation; allows you to restore part of your own reserve, giving the Mist taken away; at maximum concentration, allows you to seep through magical protection, absorbing, weakening or completely destroying it with its impact.
Mist of Corruption 12/12 (gifted)
Allows you to influence those in the mist controlled by the skill holder in a variety of ways; the longer the stay, the greater and stronger the influence, and the greater the distortion of individuals caught in the mist; allows the widest manipulation of the memories, thoughts, and desires of those in the mist; allows you to change the bodies of those in the mist toward the most perverse reincarnation; allows you to put all sorts of perversions and changes in bodies and minds; allows you to create an extremely powerful field of ignoring, through which those caught in the fog do not notice reincarnations and do not see the strangeness in what is happening; the longer an individual is in the fog, the stronger the effect of the ignoring field; the stronger and more visible reincarnation, the higher the probability of the ignoring field not working; allows you to hide the territory covered by the fog, up to its complete fallout from the material space; allows, at the limit of concentration, to create full-fledged closed pocket dimensions, in which vice and depravity will forever rule, as embodied by the creator of the fog.
Special:
Immateriality (racial)
Voice of the Mist (racial)
Balance of the Creature (racial)
Durable Suspension (racial)
Fast reaction (normal)
Reducing fatigue (common)
Sense of mist (racial)
Link to Mist (racial; rare)
Thickness of mist (racial; rare)
Skills:
Danger sense: 43 (master)
Energy Flow Management: 54 (great master)
Control of pseudoform: 47 (master)
Infiltration: 34 (master)
Attention deflection: 54 (great master)
Concealment of presence: 50 (great master)
Understanding Motives: 29 (journeyman)
Understanding Events: 36 (master)
Harem Management: 57 (great master)
Deathstroke: 33 (master)
The Creator of Legend (The Fall of Stone): Few people manage to enter the legends, there's no point in hiding it. Heroes are forgotten, deeds are devalued, and the inexorable passage of time erases memory in the same way that the flames of war burn the books in which they recorded what memory has forgotten. There are hardly many who will talk about your deed, and you yourself will be silent ahead of them all. But there was a deed, there was a battle, and there was a victory. The fortress, which was called the Stone, was a stronghold that even a mighty army could not crush, and who offered to take it by storm would be called a madman. Are you and the handful of those who came with you to the battle to be called insane? Your future is unclear, your prospects are blurred and your chances of survival are remote, but you created this legend yourself. Bonus: +25 to all stats; + 10 to class stats; +7 perk points.
Distorting Essence: (legendary): From age to age, some of the worst monsters are considered to be those who are capable of taking not only life and not even just one essence from their victims. Those who distort bring in their arms a fate as vile as it is unnatural. They are feared, they are hated, and they are destroyed at the first encounter. And you are now one of them. Bonus: + 5 to all stats, + 1 talent point.
Enslaver (rare): A slavemancer's job is dirty, hated, and often despised as well, but even your enemies won't call your job easy. Few tasks are more difficult than forging love and loyalty from hatred and bloodlust. Bonus: all mind-affecting skills work more effectively; a demonstration of the title can help you find high-paying jobs in slave markets.
The Great Enslaver (epic): Most slavemancers remain craftsmen all their lives. Few of them elevate their craft to the rank of art, but there are few like you among them at all. You do not simply forge other people's desires and feelings but play them as if on an outlandish musical instrument. The strength of the material, the number of victims of simultaneous influence, the alienity of the minds of those being processed - all this is irrelevant. It's all dust for your skill. Bonus: all mind exposure becomes much more lasting; even minimal influence has a chance of not dissipating over time, becoming a permanent part of the mind.
Ruler of Vice: Lust (legendary): By twisting and swapping many bloodthirsty monsters, turning them into living fantasies full of passion and the most profligate desires, you have known lust in a way that few in the world have. You can take it as an insult, you can take it as a compliment, but it remains a fact. And, in a way, a feat. And any feat deserves a reward. Bonus: all mental influences aimed at corrupting and fetishizing get a huge increase in power, duration, and durability; allows the victim to overcome the mental protection unnoticed, even with direct and unconcealed influence; + 2 talent points; increased chance of falling out talents associated with a learned vice.
* * *