Final Character Sheet
Final Stats
Name: Isaac Thoma
Class: Challenger of the Apocalypse/Assassin of the Logos Blade (inactive)
Species: Einherjar
Level: 200 (max)
XP: 2,001,781,899
Health Status: Healthy
Mana: 6,850/6,850
Stats (0 Stat points, 16 Skill points/0 Logos Assassin Skill points available)
Fortitude
600 (+20)
Perception
1,050
Strength
700 (+15)
Agility
1,295
Magic Power
685 (+10)
Magic Regeneration
1,050
***
Aura
Aura of the Crimson Dawn (short range, combat, blood, regeneration)
Aura of the Desperate Seeker (long range, sensory, mental, projection)
Aura of the Eternal Warrior (mid-range, combat/mental/sensory, armament)
Central Skills
Form of Horror XXX
The Chosen Weapon XXX
I Am The Sword XXX
Grave of Swords XXX
Armory of Ancient Times XXX
Legacy of a True Warrior XXX
Divine Fire XXX
Champion of Mankind XXX
Final Defiance XI
Aspects of the End (Speed of Hati, Power of the Behemoth, Wisdom of the Simurgh, Sea of the Leviathan, Primordial Cycle, ) XXX
Skills
Hundred Faces XXX
Stealth XXX
Power Strike XXX
Piercing Strike XXX
Sundering Strike XXX
Blades XXX
Sneak XXX
Sweeping Strike XIX
Far Strike XXX
Manifold Strike XXX
Hunters Gaze XXX
Phantom Step XXX
Unknown Fear XXX
Bestial Regeneration XXX
Undying Focus XXX
Tools of Terror XXIX
Fleeting Presence XVIII
Crippling Blow XXIX
Absolute Blade Mastery XXV
Compounded Impact XXV
True Cut XXI
Legendary Blow XXX
Fully Geared XXVI
Knightly Leader XXX
Analyze Person XXX
Continent Strider XXX
Burden of Power XIII
Experts Insight XXX
Blessing of Innovation XXVI
Lessons of History XXX
The Meaning of the Name XXIV
Titanic Presence XXI
Fire Soul XX
Book With Seven Seals IX
Call of the Gjallarhorn XVIII
General Skills
Gralloch XVIII
Alchemy XVI
Deaths Embrace VIII
Bloodline of the Hellborne Survivor (Empower Relatives)
Advanced Bureaucracy XV
Police Procedure VIII
Healing VIII
Quest Giver III
Omniglot (5.998 languages known)
Member of the Round Table (Shade: Seon Yoo-jin)
Accumulation of Knowledge (unranked)
Well of Wisdoms Blessing (unranked)
Enhanced Dragon-Scale Web (unranked)
Crimson Runic Script XII
Unrestricted Speech X
Biomantic Alteration (unranked)
Aspects
Aspect Skills
Archspecter (full stack)
Ephemeral Phase
Ghostly Freedom
Endless Hunting
Spectral Touch
Lernean Hydra (full stack)
Hydras Restoration
Adaptive Regeneration
Disposable Organs
Dismiss Injuries
Cosmic Leviathan (full stack)
Stellar Travel
Charging to Infinity
True Environmental Adaptation
Omnidimensional Maneuvering
Reality Filter (full stack)
Reality Shift
Perception End
Set Illusions
Free Illusions
Living Sword (full stack)
All Blade Style
Involable Blades
Annihilating Trails
Unhindered Bladework
Void Dragon (full stack)
Stars Heart
Infinite Mind
Scales of the Void
Wings of the Void
Leviathan, Prince of Envy (full stack)
Moment of Immortality
Progressive Invulnerability
Mantle of Indomitable Scales
Sea of Damnation
Lord of Time and Space (full stack)
True Spatial Warp
And I Shall Not Be Moved
Cosmos Soul
True Spatial Affinity
Ankou (full stack)
Freedom from Mortal Limits
Eternal Restoration
Implements of True Death
Reapers Cloak
Royal Draugr (full stack)
Endurance of the Eternal Warrior
Always Armored
Spectral Plate
Loyalty Past Death
Ymir (full stack)
Burning Storms of Muspelheim
Freezing Winds of Niflheim
Titanic Strength
Progressive Invulnerability
Ziz (full stack)
Wings of the Tempest
Solar Radiance
Moment of Immortality
Progressive Invulnerability
Balor (full stack)
Field of Annihilation
Glare of Obliteration
Moment of Immortality
Progressive Invulnerability
Hundred Faces (common, Level XX)
Ultimately, even the greatest criminal is unable to completely avoid being seen. But what is seen doesnt have to be the users true face. This Skill allows the user to adjust their entire body, within reason, to allow for some degree of anonymity. This will not, however, affect the users physical capabilities.
After countless situations where this Skill has been used to hide the users true feelings it has evolved to act as a method to hide the users emotions as it does their true appearance. It is now far more capable of changing facial expressions to reflect false feelings and these false feelings will also be what emotion-sensing Skills will see.
Cost: 50 mana per minute while adjusting, 15 mana per minute while cloaking emotions
Stealth (common, Level max)
Use magic to shield the users form from visual inspection, as well as muffling noise created by the user. Quality of shielding will increase at higher levels.
However, users expertise has increased the power of this Skill, allowing it to suppress the users smell and prevent the user from leaving physical traces while it is activated.
After countless battles where this Skill was used to stalk and eventually take down prey, be it animal, monster or human, it has evolved to reflect this, the process of the hunt. While in stealth, the user may instill a sense of dread and foreboding in his intended victims with no clear source, ensuring they know there is something hunting them, and even create sounds and flashes of something in the dark at a distance to serve as a distraction.
And now, it has reached the pinnacle of its power, allowing its user to cloak itself from specific search methods to massively increase its power, to the point of hiding even from the most advanced sensors at anything other than point-blank range.
Cost: 1 mana/sec, doubled while secondary power is in effect
Power Strike (common, Level max)
The users next blow will hit as though their strength were three times as high.
This Skill may now also be safely used on fists and legs and has a reduced backlash on the users body.
After countless battles where this Skill has been used to drive a piercing blade into an enemys flesh, it has evolved to ignore the concept of an equal and opposite reaction, driving the cutting edge into the foe while pushing them with vastly reduced strength, massively improving armor penetration.
And now, it has reached the pinnacle of its power, infusing each and every attack with a permanent 20 % increase in impact power, regardless of whether or not this Skill was activated.
Cost: 12 mana per strike
Piercing Strike (common, Level max)
Users weapon is covered with energy, increasing its ability to penetrate armor. This effect lasts for a single strike. Should the weapon in question be stuck within an opponent, the effect will last for 2 sec, allowing for removal of weapon or further cutting.
In addition, it may now be used in ways beyond the original description, lingering on weapons after use, refining them, and being able to be combined with other Skills.
After countless battles where this Skill was used to pierce the very core of an enemy and slay them in a single, swift, strike it has evolved into an even deadlier form. It may now stab through space itself, any thrusting attack empowered with it launching a beam of all-piercing energy at triple the mana cost. In addition, using this Skill will give the user insight into the location of his opponents vital organs.
And now, it has reached the pinnacle of its power. It will now linger on any blade it is used upon, constantly providing it a degree of unnatural sharpness that can also cut immaterial things, which will only be further boosted if this Skill is used actively. Using this in conjunction with True Cut will reduce the cost of the other Skill. Lastly, Piercing Strikes base cost has been reduced while it has also gained the ability to be overcharged. tier
Cost: 5-50 mana per strike, 40 mana per ranged attack
Sundering Strike (common, Level max)
Users next strike will weaken the targets armor around the point of impact. This damage is permanent until it is fixed/healed. This effect can be stacked until the armor is destroyed.
This Skill can also be toggled to be almost undetectable, destroying any nerves or creature specific equivalent upon impact, or cause maximum pain by directly irritating whatever pain receptors a being might have.
After countless battles where this Skill was used to tear apart the users foes, shredding them on a fundamental level until their own movements tore them apart, it has evolved to destroy them, rather than merely weakening them. For an additional 18 mana, this Skill will now inject a weakening, magic based poison that rots an enemys flesh and corrodes their defenses until nothing but soup remains.
And now, it has reached the pinnacle of its power. What once merely weakened armor to make follow-up attacks more effective was supercharged to melt flesh wholesale, eventually being used to simply destroy the entirety of a monsters internal organs.
Now, Sundering Strike is able to disintegrate matter through touch or weapon, though its cost climbs exponentially as the target becomes tougher, has the properties of armor or is intended to be used for defensive purposes.
Cost: 12 mana per strike, 30 mana per poisoning Strike, 100 mana minimum for disintegration (unarmored flesh belonging to a being at your Level)
Blades (common, Level max)
Grants user basic knowledge of using knives, including throwing and non-combat applications.
In addition, the user may repair any bladed weapons in their possession through the application of mana. Any such weapons are also more durable in the users hands and if they are not a traditional knife, they will slowly adjust their form to suit such a tool.
After countless battles where the user has obliterated his foes using a soulbound Blade able to gain new abilities from power foes while making extensive use of Aspects, it has gained the ability to infuse the weapon, Old Reliable, with the power of said Aspects to give it new forms.
And now, it has reached the pinnacle of its power. The bearer of this Skill also turned out to be the bearer of truly legendary weapons. Some already had their own mythology while others are busy building one as their wielder does great deeds, but one and all, they belong in the annals of history.
As such, the users weapons grow in power as theyre used, though in the case of soulbound weapons that grow with the user already, this Skill merely acts as a significant growth booster.
Sneak (common, Level max)
Grants user basic knowledge of how to move stealthily, from avoiding making noise to reducing visibility. Higher levels of this Skill will allow the user to have an overall lessened impact on the world at large, to the point of near complete invisibility.
This Skill also has an active mode in which the User actively spends mana to reduce their impact on the world.
After countless situations where it was used to hide in plain sight to avoid public attention, this [Skill] has evolved to create a permanent (toggleable) effect that makes supernatural or attention-grabbing displays by the user less obvious. (This effect is powered by ambient mana, a lack of such will require the user to power it themselves)
And now, it has reached the pinnacle of its power, allowing the user to grow progressively harder to see the longer they do not move, to the point where it will take several seconds to spot them even when using obvious and highly-visible long-range attacks.
Sweeping Strike (uncommon, Level 17)
Upon the users next attack, 5 blades of 3+.3n meters in length, where n equals skill level, will extend from the blade, allowing the user to strike at a large area. Spread of blades must be specified by user, maximum spread is 45. Length of blades may be reduced to reduce mana cost.
The user may also now choose how the blades are spread, it is not necessary for them to be evenly spaced.
Cost: 30 mana + 5 mana/meter
Far Strike (common, Level max)Read latest chapters at novelhall.com Only
Upon the Users next melee attack with a bladed weapon, the blade will extend by 2+0.5n meters where n equals skill level.
In addition, the User may now imbued his weapons with ten mana to create a range enhancing aura for a full minute. This extra reach is 0.5 meters, gaining an additional 0.1n meters, with n being every Level in this Skill over 10.
After countless battles where the user has used this Skill to destroy foes that thought they were safe due to being out of range, this Skill has evolved to grant him even an greater reach. The user may now input more mana at will, with the range doubling with every additional 20 points of mana invested.
Caution: Extremely long blades may give way if engaged along their entire length, this may be mitigated by applying a second Skill to strengthen it (elligble Skills: Piercing Strike, Power Strike).
And now, it has reached the pinnacle of its power, being able to be projected past solid objects, even bypassing non-magical armor, should there be sufficient space available behind said armor.
Cost: 20 mana minimum, no maximum mana investment
Manifold Strike (legendary, Level max)
The user may combine any number of [-Strike] type Skills into a single attack, so long as there is one Skill with a minimum Level of X available for each Skill used below that Level.
In addition, the overall potency of the Skills used increases by 10 %.
After countless situations where this Skill has been used to deal devastating damage using the right combination of lesser Strikes, especially when combined with a second Skill that allows for multiple uses of the same strike, it has evolved to be even more powerful than the sum of its parts. Now, when staking multiple instances of this Skill using Legendary Blow, one may choose which Strike to use how often, modifying proportions as needed to create a truly optimal attack with no mana going to waste.
In addition, the complimentary Skill of Legendary Blow has been enhanced to allow for an additional instance to be applied, for a total maximum of seven possible stacks.
And now, it has reached the pinnacle of its power, passively infusing all Strike-type Skills with the properties of all other Strike-type Skills at no additional cost, unless this is deliberately deactivated.
Cost: Combined cost of individual Skills * 1.20^used Skills
Form of Horror (legendary, Level max)
There are many sides to the Undying Wraith. The impression they broadcast out into the world and show others, the hole in the world no one will ever perceive before it devours them, and lastly, the face someone only sees in the moment of their death.
The form granted by this Skill. A monstrous alternate body based on the users Aspects.
Current Aspects: Aspect of the Arcane Poltergeist, Aspect of the Greater Hydra, Aspect of the Megalodon, Aspect of the Twilight Weaver, Aspect of the Razor Apparition, Aspect of the Dragon, Aspect of the Least Demon Lord, Aspect of the Space Elemental, Aspect of the Ankou, Aspect of the Death Knight.
If the user also has the Skill The Chosen Weapon, this weapon will be incorporated into the users new form.
Furthermore, while in this form the users Strength and Fortitude are increased by 65 % while Agility and Perception are increased by 100 %. Magic Power and Magic Regeneration will remain unchanged.
This Skill can only be activated once every hour and lasts for 300 seconds. It also requires 1,000 mana to use, which it siphons off from the users mana regeneration so long as the mana pool is full.
After countless battles where the user has used this Skill to annihilate foes that should have been well beyond his capabilities, it has been increased to a level of power worthy of its own legend. The user may now transform into any non-Boss creature whose Aspect he holds and has a Level that does not exceed his by more than 10 (more powerful creatures may suffer from a shortened duration). In addition, the user may manifest body parts of the monsters for a cost dependent on the specific body part copied on their normal body.
And now, it has reached the pinnacle of its power. The number of customizable forms is increased to 7, which can be freely created/altered while this Skill is inactive. These Forms can draw upon the forms of any monster whose Aspect the user has slotted. The Stat boosts provided by this Skill are increased. Furthermore, the user may freely switch between any of his one standard and seven custom forms while this [Skill] is active. Injuries will transfer between forms, but use of unique biological resources (quills, venoms, acid spray, etc.) will remain limited to the form that utilizes said resources.
Current Forms:
Aspect Amalgam
King of the Sea
Ruler of the Airspace
Perfect Amalgam
Speed Demon
Acid Horror
Death Titan
The Chosen Weapon (epic, Level max)
There are many things that determine the power of a warrior. Training. Physical Prowess. Skill. Raw Talent.
But there is one more thing. A weapon. Having the right one to carry into battle can be the difference between life and death.
And that is what this Skill is all about. The user may choose a single weapon and make it soulbound. This weapon then becomes a part of them, inextricably and eternally bound together, able to be summoned at will, and will never harm its user.
As this Skills Level grows, new forms and abilities will be gained.
In addition, consecrating this weapon in the blood of legendary foes will grant it new strength and powers.
The chosen Weapon has its own mana pool to use its own Skills, separate from the users, drawing power from the environment. However, the user may also choose to divert their mana regeneration to refill this pool once their own is full. It starts out with a pool of 100, then increases by 10 with every Level the user has.
Based on the users Level in the Blade Skill, The Chosen Weapon (Old Reliable), gains a new ability for every Aspect the user holds.
This weapon may now absorb nine (four remaining) additional weapons to be used as an alternate form for The Chosen Weapon. Weapons may also be removed at a cost of 1,000 mana, once per year.
The Chosen Weapon will never cease being useful to its wielder, never stop growing despite the Skill being maxed out, sharpness and durability endlessly increasing as the user levels.
In addition, every form of this weapon can be summoned separately (not only weapon types, but elemental and Aspect-based versions).
Phantom Step (epic, Level max)
A single step is the beginning of a journey of a thousand miles. And if this Skills Level is high enough, then a single step can be a journey of a thousand miles.
You are a phantom in the dark, an unseen shadow that streaks past in the night.
With this Skill, the user can make a single step take them far greater distances than it would normally ever be able to. As a stealth Skill, it is vastly more efficient when used unobserved.
This Skill may now also be used simultaneously with either [Ephemeral Form] or [Stealth].
After countless fights where this Skill has been used to sneak into enemys blindspots and facilitate sneak attacks, it has gained the ability to fake a teleport. When teleporting, the user may chose a second location within his range and an illusionary copy of him will appear there as if via teleportation and act as the user would for a single second.
And now, it has reached the pinnacle of its power, gaining the ability to create countless illusions around the user after teleporting, including rendering them invisible or making them look like their foes worst nightmare.
Cost: 15 mana to initiate, 2 mana per three meters of unobserved travel, 4 mana per meter of observed travel, with a maximum range of 20 m +5 m per Skill Level
Bestial Regeneration (epic, Level max)
No matter how good a fighter is, injuries are inevitable, given enough time. Therefore, this Skill is as invaluable as it is indisputable that it will find a use.
It allows the user to store excess mana generated by Magic Regeneration for the sole purpose of fueling the users regeneration Skills. This pool will be used to automatically heal any injuries sustained unless this Skill is explicitly suppressed and will be used up before any regeneration Skills draw on the users mana pool.
This pools size is Skill Level*50.
In addition, it may be set to prioritize specific organs and body parts over others.
After countless fights where this Skill has been used to keep its wielder alive through horrific injuries, it has evolved to provide a speed to boost to all of the users self-healing powers, with the mana cost increasing proportionally to the boost, with a maximum increase of one hundred percent.
And now, it has reached the pinnacle of its power, empowering the users recovery to insane heights. Whenever a certain body part of the user hasnt been injured for a significant amount of time, regeneration of that body part can be increased by up to 1,000%, with this boost halving every time it is used. The mana cost for empowered regeneration is increased by half as much as the regeneration itself.
Undying Focus (epic, Level max)
No matter what kinds of damage an Undying Wraith suffers, no matter how badly they are injured, one thing will always remain. Their undying willpower.
This Skill grants the user the ability to directly alter their perception of pain, including completely shutting it off.
WARNING! Completely removing ones sense of pain may lead to injuries going unnoticed!
In addition, it prevents tunnel vision, therefore allowing the user to keep track of their goal without overlooking anything in the process and even block out mental attacks.
Lastly, Undying Focus allows healing and regeneration Skills to heal brain damage and even restore damaged memories without requiring specialized Skills on the part of the healing individual.
Furthermore, this Skill boosts the users resistance to hostile aura effects.
After countless battles where this Skill has been used to ignore even horrific injuries and terrible pain, it has evolved to allow the user to remove health seeping and other negative status effects through sheer force of will.
And now, it has reached the pinnacle of its power, becoming able to push out all distractions, all hostile mental attacks (that are not vastly disproportionate in terms of power) and memetic hazards, as long as the user continues to focus on it.
The greater the assault on the users mind and sanity, the harder it is to maintain focus. But for so long as focus is maintained, the sanctity of the users mind remains intact.
Tools of Terror (epic, Level XX)
An Undying Wraith is never unarmed, eternally equipped with the tools of his slain foes. This Skill allows the user to draw upon the natural weapons once possessed by any creature whose Aspect he holds.
After countless fights where this Skill has been used to create devastating counters, the user may set one body part to be created upon certain conditions being met, without requiring the users active input. The cost must still be paid.
Cost: 10 mana per weapon minimum, up to 100 mana for extremely large weapons, 1 mana every second to sustain it
Fleeting Presence (epic, Level XX)
There one moment, gone the next. Completely gone.
This Skill tells the user how to erase all traces of their presence, such as footprints, avoid breaking branches and trampling shrubs.
However, it also stops the user from shedding all the usual traces that all humans leave behind, such as skin and hair cell.
It also prevents the oils found on human fingers from leaving behind fingerprints, though it will not prevent fingerprints from appearing if the user were to touch a material that is easily imprinted upon, such as soft wax, putty or a heavy layer of dust, instead disturbing the material until the fingerprint is no longer visible, but that by itself could be spotted.
Likewise, nothing will transfer from the users clothes or shoes to any surfaces, and footprints will be removed, but the signs that something was removed might still be visible.
After countless times when the user has used this Skill to get away with acts of vigilantism, it has evolved to be particularly effective at countering the Skills of law enforcement officers.
Crippling Blow (epic, Level XX)
Striking down a target with a single attack is the sign of a truly excellent Assassin or other stealth based combat Class.
But sometimes, that simply isnt possible. A foe is too large, too good at regenerating, or simply has more than one point that needs to be targeted in order to kill it. And thats where this Skill comes in.
Activating this Skill will cripple any mechanism, biological, mechanical or magical, that the user touches and can be projected through armor or hide at a length of up to 5 cm, increasing by 1 cm per Skill Level. This requires the user to focus on the specific thing they want to disrupt (i.e. sensory organs to impede perception, limbs to slow down movement, natural weapons to reduce offensive power, etc.). By default, this Skill is very painful, but that can be increased to near-crippling levels for a slight increase in cost.
After countless times when the user has cut powerful foes down to size, this Skill has evolved to highlight the restrictions it has caused to allies while hindering all foes abilities to perceive the damage.
Cost: 20 mana per use minimum, can be increased up to 150 to affect powerful enemies or tough body parts
I Am The Sword (legendary, Level max)
In the right hands, a sword can be a devastating weapon. But sometimes, the hands themselves can be a weapon far more dangerous than any mere hunk of metal.
And with this Skill, both is the case. For 0.1 seconds, increasing by 0.01 seconds per Level, the users form will become indestructible, immoveable, and inviolable while their momentum will be maintained for that period, tearing through or pushing aside anything in their path while this Skill is active. In addition, the users static body acts as a blade, far more likely to cut through instead of push away the target, and Skills that require a blade can be used upon it.
This Skill can only be activated every 60 min and cost requires 750 mana to use, which it siphons off from the users mana regeneration so long as the users mana pool is full.
After countless fights where the user has torn through the most vulnerable points of powerful monsters, this Skill has evolved to deal devastating damage to even the gods of destruction that are the Raid and World Bosses.
Upon striking an enemy, the user of this Skill may choose to either enhance penetrative power to go through armor even when the laws of physics dictate that this shouldnt be possible, or reduce it so that even a relatively fragile enemy can be sent flying.
Furthermore, the damage inflicted by this Skill will increase in different ways depending on the mode used. Maximum penetration will cause the user to disrupt the flesh around themselves as they move through a foe, while going for an impact-based attack will send powerful shockwaves into the enemys insides, inflicting internal damage without requiring an armor breach.
And now, it has reached the pinnacle of its power, being able to be cast freely and with far fewer restrictions. For 2,000 points of mana, I Am The Sword may be cast even while it is on cooldown.
Cost: Major Stamina Drain, 1,000 banked mana/2,000 mana
Grave of Swords (legendary, Level max)
A vast field, countless blades thrust into the dirt, each one representing a warrior who fell in battle within this space
This is the Grave of Swords, each one containing the power and knowledge of a specific foe, so the user may fight them over and over again, or be used as fuel to enhance this space.
Upon activation of this ability, both the user and one target will be transported to another plane (current size: circle with a 50 meter diameter) for a one minute per Level in this Skill. The target must be either in contact with user or the users soulbound weapon when this Skill is activated for it to take effect, though.
The Skill ends if one combatant dies, it hits its time limit, or is deactivated by the user, any leftover mana will be refunded and placed in the Skills pool.
When an enemy dies within this Skill, a new blade is thrust into these hallowed grounds, containing a record of the fight, the fallen, and a measure of its power. With it, the user may choose to fight against the old foe once more for training purposes, experimenting with new tactics and moves without danger.
However, the weapons store the remnant life force of the monster, which can be used as additional fuel for this Skill as its cost increases with the strength of the other participant (+5 mana per opponent Level over the users, +50 for each Tier barrier between the users Level and the monsters, overall cost doubled for Bosses, tripled for Raid Bosses and quintupled for World Bosses)
This Skill can only be activated every 5 hours in combat, cost requires 1,500 mana to use, which it either siphons off from the users mana regeneration so long as the users mana pool is full or draws from the swords themselves. Cooldown can be bypassed by paying double the normal activation cost from the stored blades.
After countless fights where the user has sealed powerful foes within to protect his allies, this Skill has evolved to further enhance the isolating power of Grave of Swords. It can now be used to seal of a part of the battlefield, creating an incredibly durable spherical barrier around the user, with a radius of 50 meters (it increases automatically for larger, singular foes, according to the same rules as the regular use of this Skill). The user may choose to banish any person in their Party from this zone to protect them, but enemies cannot be forcibly removed.
(Note: inanimate objects overlapping the barrier will not be damaged, living beings will either be pushed into or out of the Grave of Swords if they overlap the barrier during its creation, depending on where the majority of their body is)
Furthermore, this Skill has gained an additional effect due to a high degree of synergy with the Class Hildebrands Heir. When using the Grave of Swords to train against enemies trapped within, the user may choose to take along other people.
In a universe old, vast
Beings unknown live
Prophecy 2: Predatory Humanity
Apex
Lonely Peak
New World Order
Social Ossification Begets Revolution
Beware
Call of the Gjallarhorn (legendary)
When gods and giants clash, when the dead sail forth from the underworld upon a ship made from the fingernails of corpses, when the Midgard serpent rises from the depths of the ocean and the sun and moon are devoured by a pair of wolves, Heimdall will blow the Gjallarhorn to signal the start of the final battle.
The Einherjar will descend from Valhalla and the very gods will go to war for the final battle of Ragnark until, at the very end, the Earth lies devastated and the last survivors of gods and humans are able to rebuild while upon the bones of their enemies.
Yet being able to rebuild requires one to have won first. Thats where this Skill comes in.
Every person willing to honestly fight against an oncoming calamity is boosted by it, gaining Stats equal to the peak of their current Evolution (up to the third), grants them their choice of up to five Skills from any pure-combat Class up to the rare rank and the third Evolution, which they will keep for the full of duration of the conflict.
These Skills will then be boosted up to Level 15 and their users will gain the knowledge of how to use them to their greatest effect.
People in the fourth Evolution will gain five Levels immediately, but have to pay back the XP debt incurred before being able to continue leveling or being able to receive the benefits from this Skill again.
This Skill can be activated once a year, on up to 50,000 individuals per Level of this Skill, but only against threats of apocalyptical nature.
In addition, this Skill may clash with Skills that have similar effects, if so, the stronger boosting Skill will activate and the weaker will not function, refunding the cooldown to the user of the weaker Skill.
Synergy effect: Hildebrands Heir
Any person affected by the Call of the Gjallarhorn may choose two of the users teachable [Skills] and gain them at the epic rarity and Level 10
Final Defiance (legendary, Level XI)
What can one man do against the Apocalypse, one single fragile human against the fury of the very world?
Fighting, and subsequently dying well is probably the only thing that most people would be able to do.
However, the thing is, there are options to bridge even that gap in power.
Cooperation, vast spells on a continental, or even global scale, perhaps even the power of friendship?
Eh, maybe those work, but this Skill is a surefire option. It continuously accumulates mana while inactive, growing in power, until it discharges in a single explosive burst when it is needed most, the moment when the fate of the very world hangs in the balance.
It cannot be activated for any lesser threats, and automatically triggers in the appropriate situation, discharging all accumulated mana as it runs its course. The rate at which the mana is used can be slowed, possibly even stopped, by the users will and determination, but twenty-four hours after this Skill triggers, ninety percent of the remaining mana will be lost.
The fuller the pool is, the more slowly it accumulates (halved with every ten percent progress), and the maximum amount of mana in the pool (one billion) would require around a hundred thousand years to reach.
When this Skill is active, it significantly boosts the users Stats, regeneration, mana pool, as well as decreasing their foes defenses and recovery ability (even if you dont survive, leave them with a few scars to remember you by, why dont ya?).
Current charge: 77,312,889/1.000.000.000
Synergy effect: Bladewraith
While under the effect of this Skill, the users attacks will gain a devastating additional effect, becoming able to sever limbs in ways that cannot be regenerated until Final Defiance ends, even damage Skills and hack out Aspects (at a high mana cost).
Specter Aspect
Ephemeral Phase (legendary)
Once you are dead, nothing can hold you down, no weight, no mortal shackle, no nothing.
There is nothing that can stand in the way of this Skills users, who are capable of walking through walls, floors, ceilings, warded buildings, and more besides.
Only direct, heavily mana-empowered attacks can hurt them, and even then, it needs to be a very powerful attack, and the user is able to spend mana to reinforce their form.
Furthermore, fighting while fully phased will be perfectly feasible, weapons and other implements of combat automatically becoming tangible when in a position to hurt a foe that the user wants to attack (in that moment, general animosity will not cause trouble).
Cost: 15 mana for activation, 10 mana per second of upkeep, upkeep can be increased up to 250 mana per second to resist foreign mana
(Einherjar Bonus: massively increased disruption resistance)
Ghostly Freedom (legendary)
Once you are dead, nothing can hold you down, no weight, no mortal shackle, no nothing.
Even gravity will become nothing but a suggestion.
By activating Ghostly Freedom, the user will gain the freedom of an ephemeral being, capable of either reducing their mass, or just removing gravitys effect upon them, as well as the ability to reduce the drag created by the medium they are moving through.
Furthermore, the user may telekinetically accelerate themselves, at a constant rate of 5 m/s^2 for a maximum speed of 500 m/s.
Cost: 1 mana per second per active effect (environmental resistance nullification, gravity nullification or telekinetic self-acceleration)
(Einherjar Bonus: Einherjar Bonus: Increased control, maximum speed increased to 1,000 m/s)
Endless Haunting (legendary)
Once one is cursed, one is already dead. No barrier will provide relief, no bunker provide succor.
The holder of this Skill will become an unstoppable pursuer of their foe, unshakeable, ever-present.
This Skill makes its user aware of all living beings around themselves in a radius of a hundred meters for 5 mana per minute, and can give more precise locations the more mana is invested, up to a maximum of 100 per minute.
Once the user has chosen a target, they can spend another 50 points of mana to mark them (while perceived by the user), gaining the ability to track them precisely so long as they remain within 250 km, as well as knowing the most direct route to reaching them.
Cost: 10-200 mana per minute for a passive scan, 100 points per mark per hour
(Einherjar Bonus: max range increased to 2 kilometers, max tracking range increased to 500 kilometers)
Spectral Touch (legendary)
In many cultures, touching the dead is either forbidden or only allowed for certain individuals.
While there are many reasons one might want to avoid handling dead bodies, this Skill certainly ranks among the best.
When touching a target, the wielder of this Skill will cause the cold of the grave to seep into their very bones, reducing their stamina, capability to resist poisons and diseases, debilitating them after 5-60 seconds, depending on their power relative to the user.
At the same time, drained stamina and recovery ability is fed to the user of this Skill.
Cost: 100 mana per second
(Einherjar Bonus: draining can be projected through weapons)
Hydra Aspect
Hydras Restoration (legendary)
Wanna see a magic trick?
Heres a part of my body, now you see it, now you dont. Where did it go? Why, I chopped it off, of course. And now its back! Awesome, right?
The Skill allows the user to rapidly regenerate from injuries at the cost of mana. Stab-wounds and cuts are easier to repair than anything that destroys or completely removes flesh.
Regenerating large amounts of flesh can be uncomfortable .
Cost: 50-1,250 per second of use, 50 mana per kilogram of flesh restored
Dismiss Injury (legendary)
Getting injured isnt just painful, its also limiting. Even something as simple as damaged abdominal muscles can make standing straight difficult, not to mention the trouble that doing anything with a broken spine causes.
While this Skill is active in its normal mode (can be toggled on and off at will), the user is able to completely ignore any and all injuries, but all actions that would be impeded by injuries grow more difficult and draining. Moving broken toe will be about as difficult as picking up ones phone while moving the same toe with a severed spinal cord might be as difficult as carrying a mountain.
However, by paying mana, the user may fashion temporary, phantasmal, flesh that fills in injuries to allow the user to fight at full power. Missing limbs cannot be replaced like that, however, it can be used to bridge missing parts, such as acting as an arm as long as the users hand is still present and intact. Up to a quarter of the users body can be replaced at once.
Cost: 5-50 mana per second
Disposable Organs (legendary)
Organs are annoyingly important and frustratingly fragile.
Sad, but true.
This Skill enables its user to ensure that the loss of any single organ would not come with the usual negative consequences by ensuring that all of these organs can take over the function of multiple others in case of damage.
Furthermore, this degree of interconnectivity and redundancy enhances the users overall metabolism.
Adaptive Regeneration (legendary)
Getting damaged is a pain. Getting set on fire and being progressively more injured is a significantly worse pain.
This Skill ensures that the user will not be washed away in a river of fire or acid, progressively enhancing their resistance to constant sources of damage.
For every 1% of the users body that is destroyed, the user grows 1% more resistant to that source of damage for 5 seconds, every time additional damage is taken from the original or a similar source (same monster, accelerant of the same type/brand, or spell-type), the resistance is increased and the timer is reset.
The resistance is gained at a one-second delay.
Cosmic Leviathan Aspect
True Environmental Adaptation (legendary)
In this universe, there is an almost infinite variety of environments and circumstances, and most of them are exceedingly hostile to human survival. Immense heat, a lack of oxygen, and a whole lot of other issues.
This Skill prevents all these issues from affecting the user, including weakening the resistance caused by having to move through mediums of significant density.
However, this Skill is ineffective when such issues are caused by hostile action.
Charging to Infinity (legendary)
The universe is infinitely vast, and light speed is finite. And even then, reaching light speed is physically impossible.
However, you can get close. Damn close.
This Skill allows one to continuously accelerate while gaining significant resistance to relativistic effects until one reaches 99% of light speed.
Cost: 100 mana per second
Stellar Travel (legendary)
The universe is infinitely vast, and light speed is finite.
As such, travelling at any significant speed requires breaching it.
Once beyond a suns heliosphere, this Skill may be activated to continuously accelerate until one is moving at 100 times the speed of light, after one hour of acceleration.
While this Skill is active, one may not affect their surroundings, but it can be disrupted by external action.
Cost: 5000 mana per hour
Omnidimensional Maneuvering (legendary)
Zero gravity, microgravity, underwater, ten-times Earth gravity, and more besides.
There are all sorts of environments that one may have to fight in, and combat can vary greatly depending on ones surroundings.
As such, it is vital to have a Skill which, like this one, allows the user to rapidly and completely adapt to environmental conditions.
Reality Filter Aspect
Perception End (legendary)
A world of superhumans is a world of eavesdroppers and voyeurists. This Skill exists to make sure its user can live in this world while retaining their sanity.
It allows the user to create a twenty-five-meter diameter sphere in which enhanced senses function considerably more poorly, reducing their effective power by the equivalent of 5 points of Perception per 25 mana invested.
In addition, the user may infuse a room with this energy, creating a stationary effect that will last so long as the user does not dismiss it, continues to pay the upkeep cost, and remains within 500 kilometers of the room. The cost is identical to the first effect but increases if the rooms size exceeds 125 m3.
Cost: activation cost variable, upkeep cost 1/5 of activation cost per minute
Reality Shift (legendary)
There are few things more disorienting than having your world suddenly shift around you, be it via teleportation, rapid movement, and the like.
By emitting a blast of energy that impacts nearby enemies and disorients them by messing with their senses, the user of this Skill can create this effect with ease.
It can even inflict synesthesia or swap the sensory inputs between identical sensory organs. The power of this Skill increases against weaker enemies, as well as those whose Aura has been suppressed.
Cost: 250 mana
Set Illusions (legendary)
There are few ideas more terrifying than the notion that what you see might not be things as they are.
This Skill might not be capable of causing such an effect on its own, but it is perfectly able to cause serious disorientation.
Its user may choose up to three objects or beings and subsequently be able to freely summon illusionary copies of them. These illusions can be altered with such things as equipment, makeup, or paint, but this requires significant focus.
Cost (preset illusion): 25 mana per activation, 2 mana per second of upkeep
Free Illusions (legendary)
There are few ideas more terrifying than the notion that what you see might not be things as they are.
And this Skill allows its user to make that fear a reality, freely creating illusions of anything they can imagine (illusion quality increases with users ability to picture what they want to display).
However, creating illusions both large and intricate will require a significant degree of focus.
Anyone thoroughly overwhelmed by this Skill may forever question their reality for so long as they live, if this attack is properly executed.
Cost (direct manipulation): 75 mana per minute per cubic meter
Living Sword Aspect
Inviolable Blades (legendary)
Legendary weapons litter all of history, blades that belonged to kings, and blades that slew said kings. The daggers of assassins that reaped the lives of hundreds. And the works of the greatest blacksmiths, weapons without peer.
But unlike those weapons, the blades wielded by the bearer of this Skill will live so long that they outlive even their own legend, becoming rediscovered again and again, becoming enshrined in myht again and again.
Holding this Skil all but ensures that the users blades will live long enough to remain even as theyre being enshrined in myth and legend by making them vastly more durable and ensuring that they will always be found by a worthy wielder, even past the original wielders demise, all the while gaining more and more power as their legend grows.
And should against all odds, one of the users swords still be destroyed, they will be vastly easier to repair, to the point where complete repair wont even require either all the original pieces or materials of the required quality, as though the blade wants to become whole again.
All-Blade Style (legendary)
There are so many possible weapons to pick up, so many styles to wield them in.
So many tricks to try, so many stunts to pull.
Yet in the end, there are hard limits as to how much can be done at once, how many blades can be wielded simultaneously.
This Skill allows the user to not only know where all wielded swords are at all time, it also allows them to telekinetically wield these weapons at range.
However, it does not grant a multitasking power, so caution is advised. In addition, proper and safe use of this Skill requires alertness and a lot of practice.
Furthermore, the user may pre-infuse their chosen weapons with mana, allowing them to use their weapons without draining their own mana pool. Alternatively, should the weapons in question have their own mana pool (such as soulbound items), that pool may be drawn upon to provide levitation.
Cost: 5 mana per second of use per kilogram levitated
Annihilating Trails (legendary)
Bladed weapons might vastly increase their users capacity for murder and mayhem, yet even the greatest of them come with limitations, especially when it comes to fighting multiple foes, or even a single exceptionally fast enemy. These weapons can only be in so many places at once.
But this Skill allows you to get around these limitations by granting the user the ability to create traps.
Annihilating Trails allows you to leave behind a barely visible trail behind any attack you made, following the movement of the blades tip. Anything that brushes against them will be sliced to ribbons.
WARNING: These trails are ephemeral energy and will break if struck with too much force.
Cost: 5 point of mana per centimeter of trail per second, cost doubles every second of an individual trail remaining
Unhindered Bladework (epic)
Bladed weapons are a fantastic force multiplier, however, they might be lost, stuck, or stolen.
As such, this Skill can be considered as being essential to any true swordmaster at the top of their game.
With it, the users blades can be easily removed from anything theyre driven into, even solid rock or metal, and can neither be entangled nor gooped up.
A simple ability, yet anyone who cannot see the value in it does not deserve to call themselves a swordsman, let alone anything more.
Void Dragon Aspect
Wings of the Void (legendary)
The world is a vast place. The universe is incomparably vaster, and far harder to move through. After all, there is nothing to push against, nothing to walk on, no proper medium to travel through. And, you know, its kinda big.
The Void Dragon is one of the few creatures capable of traversing this place, its great wings hurling it through the vast emptiness.
With this Skill, its user will be able to manifest these wings on their back and use them to move and maneuver through space, while also allowing the user to engage travel mode, which allows them to constantly accelerate without being affected by relativistic effects or the light speed limit, however, this renders you unable to affect the normal world, and you cannot move through solid objects, though gasses and small rocks are pushed out of your path.
When travel mode is deactivated, the user will revert to their velocity and direction at the moment of activation.
In addition, this effect can be disrupted from the outside.
Cost: 100 points of mana per hour of manifestation, 5,000 points per hour of travel mode
Stars Heart (legendary)
Within your chest, a star blooms, your every heartbeat an explosion of power that sends fire coursing through your body.
Where you tread, the ground turns to lava (toggleable), and if you want something gone, you may enhance the firepower of your flame magic to great heights. And if you wish, you may channel your inner strength into a fire or breath-based attack, overcharging it with mana and even your physical stamina to unleash devastating power.
Furthermore, the power of a star empowers your heart, and through it, your very life, extending your lifespan by millennia at a minimum and possibly more, depending on other Skills that may empower/synergize with this one.
Scales of the Void (legendary)
Cosmic radiation, micrometeorites, various gasses, the odd supernova or pulsar. Space is kinda dangerous when you think about it, even if you somehow figure out a way to breathe in a place devoid of air.
This Skill might not help with that last one, but it does with all the others.
The Scales of the Void render their bearer immune to all the natural dangers of the void, and grant enhanced heat, radiation and kinetic damage resistance while in outer space.
Furthermore, the user may choose to resist external sources of acceleration to avoid being flung about, although doing so can easily cause damage if too much force is nullified.
Infinite Mind (legendary)
Space is huge. Big enough that trying to wrap ones mind around the concept is practically enough to give a man an existential crisis.
And there are people who want to navigate that place on their own? Are you sure youre not talking about the incarnation of the Dunning-Krueger effect there?
Anyway, thats what this Skill is about.
Firstly, it enables its user to perceive the vastness of space without risk.
Secondly, it helps them to navigate space by allowing them to identify individual stars, granting a solid grasp on orbital mechanics, and everything else needed to navigate between the stars.
Leviathan Aspect
Sea of Damnation (legendary)
Thalassophobia is the fear of deep or large bodies of water, such as the ocean, particularly deep lakes, or other vast and unexplorable nastiness. But the definition of phobia is an extreme and irrational fear.
When someone wielding this Skill is angry, that fear suddenly becomes very, very, rational.
Up to 50,000,000,000 (50 billion) liters of water around the user can be made to be incredibly dangerous, making falling in a near-death sentence.
It can be activated once a week, and will be active for one hour after a five-minute ramp-up period.
Aquatic Natural Disaster (legendary)
Transcendent Hellflame (legendary)
Fire. Fundamental to human civilization, yet at the same time, the thing that has destroyed so much of it, burning down buildings and obliterating knowledge as books and manuscripts are reduced to ash and memories.
What this Skill provides isnt fire. It is beyond fire.
Transcendent Hellflame is the strongest variant of hellfire that anyone can wield, capable of being selectively targetted at anything the user wants gone, ignoring such petty issues as the target being surrounded by allies/hostages, or even being underwater. As this flame was drawn from the primordial beast known as the Leviathan, it can also be made to completely ignore all forms of water.
No lesser flame will be able to injure the user, and none shall survive being struck down with this weapon normally only used by hells greatest.
Cost: 1,000 per second to generate, 50-500 per second to control, 1,250 to extinguish all fires caused by generated flame
Progressive Invulnerability (legendary, four-fold)
The true power of a World Boss, that makes them functionally invulnerable to many kinds of attacks capable of taking down titanic enemies.
Every time you loose a body part (with skin/muscles/bones, ten percent of total volume), all remaining instances of that body part will take a sixteenth (damage is halved four times) as much damage for the next five minutes, this effect compounds.
This Skill can be activated once every month, and will remain in effect for half an hour once triggered.
Mantle of Indomitable Scales (legendary)
The scales of the Leviathan offer some of the greatest degrees of protection of any natural armor, practically requiring divine intervention to break.
This Skill allows the user to cloak themselves in those very same scales, summoning armor that lasts for 24 h or until dismissed.
Cost: 1,000 points of mana
Space Elemental Aspect
True Spatial Warp (legendary)
Space. Vast. Infinite. Beyond humanitys ability to control. Until now.
This Skill allows one to wield the power of the universe itself, manipulating the fabric of space and time, warping, twisting, and reshaping it.
Cost: variable, 50-1,000 mana per second
Cosmos Soul (legendary)
All of existence, mirrored in a single point. Your soul.
This Skill places you on a wavelength with the universe as a whole, allowing you to sense your surroundings, the flow of energy and gravity as you travel all that there is to see.
True Spatial Affinity (legendary)
There are countless kinds of magic in the world, some common, the ones that jump to mind when someone says magic, others less so. Some are veritable mana hogs while others barely take more effort than lifting a finger.
But all of them have a way to become easier to use, namely, affinity Skills.
Spatial Affinity will grant the user an enhanced awareness of when spatial magic is in play, how to use it better and how to use it better. Better versions of this Skill exist and will grant such abilities as a discount on related Skills (45% discount).
Only one Aspect-based True Affinity Skill can be held at a time.
And I Shall Not Be Moved (legendary)
Spatial magic allows one to do many things that would otherwise be impossible, such as teleportation, spatially expanded containers, and more besides. But none of those things are anything you want turned against you.
Yet even should the very foundation of existence be altered, there are those who stand firm in the face of such turmoil, with you being amidst these ranks.
This Skill vastly increases your resistance to hostile teleportation and space-warping effects.
Ankou Aspect
Eternal Restoration (legendary)
Death and taxes, the only certainties in life. And one of those is a human construct.
Death comes for everyone, eventually. Enemies can be fought, as can disease and even old age itself. But whether it comes in the form of an insurmountable foe, random chance or simple carelessness, everyone dies. And when it does, the Ankou (or some other being that fulfills the same role in another culture) will be there to escort the lost soul across the threshold.
But it wouldnt do for that embodiment of death to carry the damage accumulated across the eons and look like a piece of roadkill, wouldnt it?
This Skill slowly wears down all effects that reduce the users capacity to recover and will remove all injuries exactly twenty-four hours after they occurred (anti-recovery effects may still delay this effect).
(Einherjar Bonus: Injuries will slowly heal, until the 24h mark, at which point the regeneration will be complete)
Freedom from Mortal Limits (legendary)
What can mortals do?
Jump into a lake thats even slightly toxic? Nope.
Survive even a measly couple of days without breath? Also nope.
Get close to the sun without getting fried by radiation? Not even that?
Lets face it, mortals are exceedingly fragile, dying to all manner of stupid things, such as a lack of air, toxins, diseases, radiation, even from their own bodies growing in the wrong way.
This Skill grants freedom from all this. Radiation will not affect its user unless it is intense enough to physically burn them, any toxins that have not been created with malicious intent might as well be water and those that were intended as an attack are functionally useless, only diseases specifically built to bypass this Skill will have any affect. The user will never again have to breathe, have issues with an incompatible environment or the like.
In short, the only thing that can kill the user of this Skill is an enemy attack, or an extreme accident along the lines of falling into a star. Most normal causes of death have absolutely no chance of befalling them.
(Einherjar Bonus: Aging is slowed by 50%)
Implements of True Death (legendary)
What is Death?
Is the nothingness that comes after one dies?
Is it the headless horseman that rides across the fields in the dark and takes the souls of the dead? Or a scythe? Or perhaps some other manner of physical manifestation of the phenomenon?
In the end, the true nature of Death does not matter, as it is not a mystery for mortals to solve.
What does affect mortals is the many forms it comes in, the devastating weapons that dish it out whenever they are used.
At first, rocks and clubs. Then, spears, bows and other worked but still primitive weapons. Swords, crossbows, catapults, muskets, automatic guns, chemical weapons, bombs, nuclear warheads, biological weapons, magic, artifacts and finally, the weapons wielded by this Skills users.
Any weapon wielded by a user of this Skill becomes an implement of Death and strikes devastating wounds.
For the first ten seconds, all healing is futile, no matter how powerful. Only a god may save the life of one struck down by this Skill during that time.
Once the first ten seconds have passed, self-healing abilities grow useable at vastly reduced power. After thirty seconds, foreign healing effects become useable, likewise at vastly reduced power. And finally, after ten minutes, potions and all other methods of recovery will be able to be used to some small degree.
It will take a full twelve hours for the consequences of being struck by this Skill to wear off.
Should someone die while under the influence of this Skill, no manner of non-divine resurrection will be able to affect them.
Cost: 500 mana per attack
(Einherjar Bonus: 1% of this Skill is always active at no cost unless supressed)
Reapers Cloak (legendary)
No one has ever seen the Grim Reaper (at least as far as can be proven).
People die every day, though, tens of thousands of them. And each of those deaths should be an opportunity to catch a glimpse of him, yet he remains an enigma. How?
This Skill is how. When its user kills an enemy that would provide at least some degree of challenge, they may, once per hour, vanish from sight as if they were held a stealth specialized Class equivalent to their current Level and rarity. This cloak cannot be used to attack under, it will immediately fail, it is meant solely for retreating.
It lasts for three minutes upon activation.
(Einherjar Bonus: this Skill may be used every thirty minutes)
Royal Draugr Aspect
Spectral Plate (legendary)
Armor. Cant live without it, literally, but living with it can be a bit of a pain, cant it? All that maintenance, the effort of putting it on, how it slows you down, and so on, and so forth. Even most manifested armor is not without its share of issues, namely, the manifestation cost.
This is a Skill meant to alleviate all that. It uses mana to create armor perfectly suited to the wearer, at a variable cost.
At the lowest setting, the armor wont be particularly durable, but it will be entirely free (maintained by ambient mana).
At the highest setting, it can stop a blow that could crack a mountain in half.
The user may freely choose how much mana to direct into this Skill for the result most useful for their fighting style.
In addition, this armor can be used in conjunction with a physical set for improved protection.
Cost: 0-1,000 mana per hour
(Einherjar Bonus: free armor is considerably more durable)
Endurance of the Eternal Warrior (legendary)
War. War and bloodshed without a break, without slowing down, without end.
No need for rest, no need for food, no need for sleep.
No need for anything other than combat.
A user of this Skill has no limits on their physical stamina and while in combat is able to ignore all other bodily needs.
(Einherjar Bonus: Mental fatigue is reduced)
Loyalty Past Death (legendary)
Few good leaders lead from the front. Why? Because that would increase the risk of them dying and the command-and-control network from falling apart.
Yet this often leaves leaders watching helplessly from the back as their subordinates are slaughtered. Hardly a pleasant prospect.
And that is where this Skill comes in.
It can be activated and for the duration of an entire fight, no subordinate who is killed will truly die unless their physical form is annihilated.
Once the fight ends, the effect of all wounds will come back in full force, however, as far as the universe is concerned, they will only have died the instant the Skill ends.
Cost: 1 month cooldown (max 100 people) or 5,000 mana per subordinate (mana cost can be paid over time and by subordinates)
(Einherjar Bonus: anyone who falls while under the effects of this Skill and subsequently resurected may choose to become an Einherjar)
Always Armored (legendary)
Armor. Nice to have, useful because it can take damage in its wearers place. Until said damage wears it down to the point where it is unsuitable to be worn by royalty, or anyone, really.
While the aesthetic aspect cannot be helped by this Skill, the loss of efficiency certainly can be mitigated. Whenever a piece of the users armor is destroyed, a lesser spectral version of the missing equipment manifest to cover the gap.
If the user of this Skill is also in possession of the Skill Spectral Plate, then both Skills will synergize to provide optimal protection, with the replacement armor becoming instantly integrated with the original spectral plate.
Always Armored has a variable cost and can be run purely on ambient mana, which will vastly reduce the regeneration rate, or at an extremely high cost for rapid armor repair.
Cost: 0-500 mana per hour
(Einherjar Bonus: free armor recovery is considerably faster)
Aspect of Ymir
Burning Storms of Muspelheim (legendary)
The power of the primordial realm of flame flows through the user of this Skill, allowing them to manifest a 100-meter sphere of Muspelheim flame around themselves, creating a field of death in which they control all flame. This Skill can either wield Muspelheim flames, or any other flame the user is able to use.
Cost: 1,000 mana per second/ double the cost of alternate flames used
Freezing Winds of Niflheim (legendary)
The icy grasp of the primordial realm of frost flows through the user of this Skill, chilling anything the within a hundred meters the user wishes to damage, all they way down to 5 degrees Kelvin.
Cost: 1,000 mana per second
Titanic Strength (legendary)
Power. Raw, unfiltered power.
This is what this Skill offers, sacrificing mana for additional strength, increasing the power of its user based on the amount of mana invested, up to the limits of their mana pool, and stackable with all other boosting Skills, for the duration of a single attack.
Cost: 10 mana per 1% boost up to 50%, 20 points of mana per additional 1% boost up to 100%, 30 points of mana beyond that.
Aspect of Balor
Field of Annihilation (legendary)
When the final piece of cloth covering the cursed eye of Balor is removed, the land is reduced to ash.
Once per month, the holder of this Skill may unleash the same amount of power for 3,000 points of mana, burning all plantlife and destroying most structures within 1-5 kilometers, depending on the number and durability of available targets.
Glare of Obliteration (legendary)
When the final piece of cloth covering the cursed eye of Balor is removed, the land is reduced to ash, and any specific target
Once per month, the holder of this Skill may unleash the same amount of power for 2,500 points of mana, unleashing a devastating beam of power that can obliterate almost anyone struck.
Aspect of Ziz
Wings of the Tempest (legendary)
When the wings of the legendary beast of the skies beat, even the greatest of humanitys creations cannot stand their power.
This Skill grants the same power to its user, allowing them to either manifest the wings of Ziz, or boost any other manifested wings.
In addition, the user may flap their wings to unleash a devastatingly destructive gale.
Cost: 15 mana per minute for wing manifestation, 500 mana per wing attack
Solar Radiance (epic)
Ziz basks in the glow of the sun, soaking in its heat.
Anyone near a user of this Skill can experience the same, ranging from the gentle warmth of a spring day to the scorching heat of a desert at noon.
This effect spreads through the users Aura and can encourage rest, relaxation, healing and plant growth.
Cost: 5-25 mana per second