Alexander Prime
Basic Class: Warrior 20 / Rogue 20
Evolved Class: Duelist 50 / Spirit Breaker 50 / Dragon Lancer 50 / Berserker 30 / Doppelganger 20 / Blood Mage 40 / Royal Knight 40 / Dragoon 0
Non-Combat Class: High Marshal 24
Base Attributes:
Coordination = 591
Strength = 567
Endurance = 501
Memory = 283
Magic Power = 299
Magic Capacity = 298
Luck = 155
Perception= 234
Willpower= 249
Bonded Mount= 167
Psychic Control= 160
Leadership= 197
Persuasion = 245
General Skills:
Swordmaster:
All training with a sword is doubly effective, your skill with the sword increases, and you gain an instinctive understanding of opponents when wielding a sword.
Devastating Weapon Throw:
You throw your weapon, causing increased damage to whatever you hit. At any time, you can either pull your weapon back to you, doing increased damage to anything in the returning path of the weapon, or you may pull yourself to your weapon at a high rate of speed.
Control Sea Monster (Shared Skill):
You may temporarily take control of a nearby sea monster, forcing it to obey your will. This skill scales based on your Willpower attribute, increasing the duration of your control and the number of creatures you may sway to your will.
Duelist Skills:
Deadly Lunge:
Deliver one perfect strike to all nearby enemies, each a guaranteed critical hit to a vital spot on their bodies. This attack ignores the rules of physics such that every strike lands simultaneously, causing your blade to appear in multiple places at once, moving in wholly unnatural and impossible ways.
Let Me Give You a Good View of My Sword:
You create two perfect copies of your weapon, which carry out whatever skill you are currently using. Any benefits, bonuses, or stolen attributes accrued by either copy are channeled directly to you as if you had made the attacks yourself. The duration that your copies will stay summoned, and how often they can be manifested, scales based on your endurance attribute.
Dragon Lancer Skills:
Bonded Attribute (Shared Skill):
You and your mount share a combined attribute, adding your mount’s attribute to yours and your attribute to your mount’s. Every ten levels in your Dragon Lancer class lets you select another attribute to share. You are currently sharing the endurance attribute, strength attribute, coordination attribute, willpower attribute, and perception attribute.
Shared Attributes (Shared Skill):
You and your mount share 1% of all your attributes for each point of your bonded mount attribute. Current bonded mount attribute: 101. Shared attributes: 101%.
Mount Evolution:
Your mount evolves into its next form, gaining all of the attributes and skills of that form. Your mount’s evolutionary path is determined by its current form and any unique aspects of its life.
Path of the Dragon:
Your mount evolves into a dragon wyrmling. It retains all of its memories and mental attributes, but its physical attributes are reset as it takes on a completely new form. This evolution is permanent, and no other evolution can ever be selected.
Distance Runner:
Your mount gains significant endurance when running, or flying, for long distances.
Mount Upgrade:
Your mount’s power is increased by an entire grade of power to that of an Adult Dragon.
Dragon Transformation:
You and your mount have achieved unparalleled communion and spiritual alignment. Once a week you may transform yourself into a human-dragon hybrid, gaining new abilities and increasing your strength significantly. This effect last for thirty minutes, and then you are physically and mentally exhausted for 24 hours afterwards.
While transformed you take on the physical and mental aspects of your bonded mount, amplifying all of your attributes and resistances and allowing you to use any unique dragon skills that you have unlocked.
You also gain a new skill: Devour.
Devour:
After defeating a worthy challenger, or at the conclusion of a satisfactory hunt, you may consume the soul of your defeated opponent, gaining a measure of their power. Each soul consumed permanently reduces the cooldown of your Dragon Transformation skill, increases its duration, and more fully merges you with your dragon self.
Dragon Abilities:
Perfect Awareness (Transformed into Dragon’s Perception):
You are able to sense the world around you in new, unprecedented detail. You gain the ability to predict what your enemies will do to a limited extent. You can literally sense their muscles bunching and bulging, feel where their eyes are looking, and pick up on a thousand other minute details that no normal human would ever be able to perceive.
Dragon’s Perception:
While transformed into a dragon your senses are magnified tenfold, granting you dragon sight and perfect awareness of your surroundings. Nothing can escape your grasp.
Absolute Evasion (Transformed into Dragon’s Instincts):
Grants an increased chance of evading any attack or spell, even ones you may not see coming.
Dragon’s Instincts:
While transformed into a dragon your instincts are tuned to the world around you, granting you a significant chance to dodge or avoid both magical and mundane attacks.
Furious Leap (Transformed into Dragon’s Pounce):
You leap across the battlefield, breaking all physical or magical restraints that hold you and unleashing a wave of pure force upon landing. The damage, range, and number of times the skill can be used in succession scale based on your physical attributes and the number of enemies nearby when you land. Furious Leap is able to apply the effects of one other skill to all enemies hit by your landing.
Dragon’s Pounce:
You leap across the battlefield, breaking all physical or magical restraints that hold you.
As you land, you are transformed into your half-dragon form for one minute, unleashing a wave of all-consuming shadow around you. Every enemy struck by your landing extends your transformation by 30 additional seconds.
This skill is separate from your regular Dragon Transformation skill and does not trigger the cooldown of that ability. If Dragon’s Pounce is activated while already transformed, the duration of your original transformation is extended by the same amount of time.
Empowered Strikes (Transformed into Dragon’s Transcendence):
You magnify the power of all of your strikes. Your strength when attacking is magnified by an additional 25%.
The Slow Deserve to Die (Transformed into Dragon’s Transcendence):
You gain a temporary boost to movement speed, adding your coordination attribute to how quickly you can move.
Leeching Strikes (Transformed into Dragon’s Transcendence):
Strike an enemy, randomly stealing one of their attributes and adding it to your own until the end of combat.
Steadfast Endurance (Transformed into Dragon’s Transcendence):
Increases your endurance by 25%, and repeated use of your skills is less exhausting.
Ant’s Strength (Transformed into Dragon’s Transcendence):
When you lift or carry objects, your strength attribute is magnified three times.
Swimmer’s Body (Transformed into Dragon’s Transcendence):
The length of time that you can hold your breath is doubled, you have improved eyesight underwater, and water restricts you less when you are moving through it.
Dragon’s Transcendence:
Your strength is unparalleled, your might unquestionable. You are the apex predator. The true hunter. The unrivaled king of man and nature.
While transformed into a dragon, you gain a 50% increase to all physical attributes, and your physical attacks do 50% increased damage to anything smaller than you. Your bite and claw attacks leech attributes from your enemies until the end of combat, and heal you a percentage of the damage done.
If It’s a Fight You Want, It’s a Fight You’ll Get (Transformed into Dragon’s Wrath):
Pick a target. The longer you fight your opponent, the higher your attributes soar. Gain +1 to all attributes once every minute you are in combat until you or your opponent are defeated or surrender.
Dragon’s Wrath:
While transformed into a dragon your anger is unstoppable. When faced with a foe powerful enough to challenge you, you gain a 1% increase to all of your attributes, all of your regeneration skills, all of your magical and physical damage resistance, and to your all-consuming hunger until that enemy is defeated.
Monster Hunter (Transformed into Dragon’s Hunger):
You can sense the presence of monsters nearby. This perk scales with your level and perception attribute.
Dragon’s Hunger:
While transformed into a dragon you can sense foes, and opportunities, in a large radius around you. This skill scales based on the level of your Dragon Lancer class, and the bond between you and your dragon companion.
Cause Fear (Transformed into Dragon’s Aura):
You cause a wave of fear to cascade from you in all directions, carrying with it the despair of the many you have slaughtered. The skill scales based on the number of creatures or people you have killed. The more you slaughter, the more powerful the aura of fear surrounding you will become.
Dragon’s Aura:
While transformed into a dragon, any enemy within the radius of your Dragon’s Hunger skill must contend with the aura of pure dread that surrounds you. This aura grows stronger the more people or creatures you have killed, and is twice as strong if you’ve recently devoured an enemy.
Shatter Armor (Transformed into Dragon’s Path):
You make an attack against the armor of your opponent, pitting your strength against the durability of their equipment. If your attack succeeds, you shatter their armor or defensive equipment, rendering it useless for the rest of combat.
Dragon’s Path:
Only the foolish dare to stand in your way.
Your attacks now shatter armor, rend hides, and crush magical shields with ease. Your normal attacks deal 75% increased damage to all defensive armors or magics, while your transformed claws do 150% damage to anything mundane or magical that dares to block your chosen path forward.
Never Bring a Mob to a Duel (Transformed into Never Challenge a Dragon):
Gain +1 to all attributes for each nearby enemy that is actively attacking you or planning to attack you. Whenever an enemy is defeated or surrenders, you lose their bonus attribute. This skill may only be used once per week.
Never Challenge a Dragon:
When transformed into a dragon you gain +1 to all attributes for every enemy within your Dragon’s Hunger radius. Each enemy that you defeat, whether through death or surrender, grants you +2 to all of your attributes until the end of combat. Any enemy that you devour grants you +3 until the end of combat.
Spirit Breaker Skills:
Capture Spirit (Shared Skill):
You gain the ability to capture the spirit of another being.
Doppelganger Skills:
Create Doppelganger (Shared Skill):
You may create a doppelganger of yourself. You may impart any general skill, perk, or class to your doppelganger, but once awarded your other selves may never learn that skill, perk, or class again. Your doppelganger shares your mind, spirit, and attributes, and any abilities tied to your mind and spirit.
Tier II: You may pass one skill, perk, or class from a doppelganger of your choice to another doppelganger even after that doppelganger has been created. This ability has a cooldown of one month.
Tier III: You may create one additional doppelganger. Whenever you create a new doppelganger you may now copy over up to ten free abilities, either skills or perks, without having to transfer them from one of your current bodies.
Tier IV: You may now swap skills, perks, abilities, spells, or classes between your bodies freely and at will, but after doing so the ability that you’ve moved cannot be reassigned again for one year.
Berserker Skills:
Whirlwind:
Swing your weapon around yourself, spinning as you move and striking every enemy nearby. Each time you do damage to an enemy, you gain a 1% bonus to your physical attributes. Additionally, the more attributes you gain from your Whirlwind skill, the larger you grow in size. No skill or spell can slow you during your Whirlwind, and only the deadliest of attacks can stun you or disorient you.
Frenzy:
Every attack you land against the same target increases the damage they receive from you by 5%. This bonus resets if you attack a different target.
Unquenchable Spirit:
Continue fighting even when mortally wounded, temporarily draining your spirit or soul instead of just keeling over dead. When your spirit does finally grow exhausted, then you will immediately die—unless you receive enough healing or regeneration to bring you back from the edge of death before then.
Blood Mage Skills:
Blood Manipulation:
You gain control over the element of blood. You may manipulate blood at will. Your control scales based on your endurance attribute.
Blood Arsenal:
You may move blood in and out of your body without the need for a wound to draw from. You may now store excess blood inside of yourself. The amount of blood you may store inside your body scales based on your endurance attribute and is no longer limited by your physical body.
Mass Hemorrhage:
Rip the blood from nearby enemies, pulling it to you and temporarily draining their physical attributes. The amount of blood you can steal and the number of people you can target scale based on your endurance. If you pull every drop of blood from a person, you kill them instantly and temporarily gain a percentage of their physical attributes as your own.
Poisoned Blood:
Your blood is a boiling, blistering, cursed thing. Anyone that comes into contact with your blood, whether by wounding you or by your own Blood Magic spells, suffers debilitating weakness, extreme pain, and slowly accrues irreversible poison damage.
Hardened Blood:
Makes your blood spells or attacks as sharp and deadly as magically enchanted weapons.
Royal Knight Skills:
Royal Steed:
What is a Royal Knight without his Royal Mount? Designate one creature to be your mount. They gain Royal protection, granting it 30% damage resistance against all attacks, magical or mundane. Selecting a Royal Steed has a cooldown of one year and if your mount is killed during that time, you cannot select a new Royal Steed until the cooldown has completed.
Imperial Mount:
Available only if your Royal Steed is particularly noteworthy, famous, illustrious, or magnificent in nature. All Royal Steed related skills are now upgraded to Imperial Mount skills, granting a scaling increase to their bonuses or abilities. The bonus scales based on how noteworthy your mount truly is, up to a maximum of 300%.
Combined Might:
Grants you and your Royal Steed a 25% increase to your physical attributes whenever you are near each other. If you both land a perfectly timed attack against the same target, this bonus is doubled for five seconds.
Every time you and your Royal Steed make another perfectly coordinated strike, this bonus is extended another five seconds, stacking indefinitely.
Shared Instincts:
Communicate with your mount seamlessly. Your shared instincts let you coordinate almost perfectly when fighting side-by-side, enhancing your reaction times, battle sense, and coordination.
Imperial Exchange:
You and your Royal Steed may swap places at will, limited only by your own Willpower and Endurance attributes. Activating this skill drains both attributes significantly, scaling downwards with how bonded you and your mount are to each other and the distance involved.
Noncombat Class Skills:
High Marshal Skills:
War Banner:
Designate a banner of your choice. This banner represents a single army under your command. As long as that banner isn’t captured or fallen, everyone serving under that banner receives mild regeneration, improved morale, and your Leadership attribute is extended to them all, as long as they meet the requirements for the bonus attributes.
The banner must be carried into battle or displayed around your army at all times. Otherwise, the effects will fade. If the banner is ever captured, you must recover it or defeat those who took it before this skill becomes active again.
Improved Bowmen:
Your ranged soldiers become more powerful, dealing increased damage while reloading faster and gaining an increase to their accuracy. This bonus scales based on your Leadership attribute.
Sniper Shot:
You may double your effective range for one shot, granting you a significant increase to how far you can see and moderately slowing time for five seconds before you fire. This attack has a two-minute cooldown.
Improved Artillery:
Your artillery becomes more powerful, dealing increased damage while reloading faster and gaining an increase to their accuracy across large distances. This bonus scales based on your leadership attribute.
One Foot in Front of the Other:
Your army marches faster, and further, than ever before. Soldiers tire less easily, shoes and other such equipment wear down more slowly, and while marching in formation, your soldiers move at an increased pace, scaling based on your leadership attribute.
Perks:
Captain’s Command:
Anyone obeying an order that you give will receive a morale bonus of +1 to all attributes while carrying out your command.
Regeneration:
You gain the regeneration of Gromger the Mighty Troll King. Your body can regenerate from almost any wound. Injuries regenerate based on your endurance attribute and the amount of energy available to your body.
Emperor’s Guard:
You have been entrusted with the protection of the Emperor. You are authorized to pass the wards in the Emperor’s palace. You receive a +1 to all attributes.
Natural Born Leader:
You command the battlefield with grace and poise, lending confidence to your troops. Any troops or followers under your command receive +1 to all attributes, are immune to fear-based attacks, and are less likely to break or retreat unless ordered to do so.
Tough Skin:
Your skin is highly resistant to physical attacks.
Regenerate Vital Organs:
Your endurance contributes more to the regeneration of your vital organs, enhancing the speed at which they heal based on your endurance attribute.
Blessed Bounty:
You are blessed with a green thumb. Anything you plant will flourish, regardless of its native habitat or the season in which you plant it.
Ogre Endurance:
You gain enduring strength, allowing you to push your muscles beyond their normal limit. You can run longer, fight harder, and take more blows than a normal person ever could. Your base endurance attribute now scales like that of an ogre, being 1.5 times more effective per point invested.
Flawless Victory:
When entering a dungeon, you may elect to increase the difficulty of the dungeon by one tier. Doing so will grant you double the rewards upon completion of the dungeon.
Water Resistance:
You are resistant to all forms of water damage, mundane or magical. You and all nearby allies can breathe under water as if born to it, never straining for breath or suffocating when surrounded by water.
Unquenchable Might:
You are blessed by water itself. You gain +20 to strength, +20 to coordination, and +20 to endurance. These attributes will shift as needed, combining or dividing into whichever physical attribute in need the most at any given moment. This bonus is reduced if you are suffering from dehydration and will vanish entirely in climates without any source of water nearby to draw from.
Tier II: All Death of a Titan achievement rewards are doubled, including these. Find the remaining Titans to continue increasing the strength of your rewards.
Legend Killer:
When fighting against an opponent who is famous, infamous, or a legendary creature or monster, your attributes and the damage of all of your spells and abilities are increased by 25%—but if you manage to win, others of equal or similar power will be able to sense what you’ve done.
The Future Is Now:
When using technology, or leading others who do, all of your mechanical or technology-based attacks deal 15% more damage, reload slightly faster, and are less prone to breaking after use, including ammunition.
Achievements:
Dangerous Dungeoneering:
For completing ten dungeons by yourself and without a class, you have been rewarded. You receive +2 to all attributes, and rewards from all future dungeons are increased slightly.
Survive a Safe Zone:
For reaching level 10 in a class, completing a dungeon, killing at least 20 monsters, and leaving a safe zone, you have been rewarded. You receive +1 to all attributes.
Mass Slaughterer:
For killing over 1000 monsters in under an hour, you have been rewarded. You receive +3 to all attributes, and when you are outnumbered, those who dare to attack you will be overcome with dread, weakening their strikes and reducing their accuracy.
Mass Slaughterer II:
For killing over 10,000 monsters in under two hours, you have been rewarded. You receive +10 to all attributes and you gain the skill Cause Fear.
Giant Killer, King Killer:
For killing Mitkos the Giant King, you have been rewarded. You receive +5 to strength and +5 to endurance.
Evolve a Unique Class:
For evolving a unique class, your Archer class receives an upgrade to all of its skills.
Attributes of a God:
For having all of your attributes over 1000, you have been rewarded. You receive one divine racial evolution.
Attributes of a God II:
For permanently raising a number of your attributes over 1000, you have been rewarded. You may choose a body of yours to ascend to a higher existence, permanently granting you new insight into reality, the cosmos, and the world in which you currently inhabit. Doing so is irreversible, and may sever the connection between your ascended mind and your mortal consciousness.
Evolve a Second Unique Class:
You have managed to evolve not one but two unique classes that have never been seen before. You have earned a +1 to all attributes and may pick one skill from any level of the Rifleman class.
Regional Governor:
By having two different territories under your control, you have been recognized as a regional governor. You receive +5 to memory, and all regions under your control gain increased yields from their farms, mines, and other resources harvested on your lands. Your craftsmen and soldiers gain additional experience when working to the benefit of your territory.
Soul Bond an Intelligent Item:
You have fully bonded with Tenebrosus, the Armor of Shadow and Death. Your armor can never be stripped from you. If it is lost, destroyed, or stolen, it will always reappear or repair itself after a delay. In order for you to repair or resummon Tenebrosus, its power may be decreased by an amount relative to the damage it has sustained or the distance from you at the time of summoning. Upgraded with dragon scales from the Titan, Lelydrex the Green Dragon, empowering its defenses and resistance to magic.
Lakeside Veteran:
You gain a permanent 10% increase to all attributes. Anytime a fellow veteran of Lakeside is in need, all other veterans nearby will be notified, and Fate itself will try its best to bring your fellow veterans to your aid.
Rank One, Barbarians at the Gate Challenge (Extreme Difficulty):
For completing the Barbarians at the Gate challenge (extreme) and contributing the most to the success of the challenge, you receive +50 to all attributes.
Leadership is the Key to Victory:
For completing the Barbarians at the Gate challenge (extreme) as the leader of your faction, your leadership has been proven to be without peer. Anyone serving under you, or following your commands, receives +20 to all attributes. If anyone serving under you acts counter to your interests or your implied or direct orders, they lose this bonus and receive −20 to all attributes until they begin to perform their duties with honor once again.
Death of a Titan:
One of the most powerful creatures to ever roam your world has fallen at your feet. You have triumphed where thousands have failed before you. In killing one of the Titans of your world, you are awarded +10% to all attributes.
Death of a Titan II:
One of the most powerful creatures to ever roam your world has fallen at your feet. You have triumphed where thousands have failed before you.
In killing one of the Titans of your world, you are awarded +10% to all attributes.
For killing Andronicus, the Elder Sea Wyrm, you are awarded the skills Control Sea Monster and the perks Water Resistance and Unquenchable Might.
God-Killer:
For killing Ra, the Egyptian God of the Sun, you have been awarded the achievement God-Killer. You will be recognized as a life-threatening danger by any other god you encounter, for good or ill. You also unlock a new divine evolution.
God-Killer II:
Your reputation grows among the gods and the divine, and they shall know your deeds… and your power.
Cross the Great Wall of China:
For successfully crossing the Great Wall of China while marked hostile by the defenders, you receive +5 to all attributes, a minor bonus to your movement speed, and all fortifications you now build are twice as strong, resistant to the wear and tear of the elements, and entirely immune to the passage of time.
The Old World is Dead, Long Live the New!:
You have proven that technology is the future, not magical beasts, nor dusty, forgotten magic. Your Transhumanism evolution has been upgraded, further improving your new body and mind.
You gain +25 to strength, coordination, endurance, memory, perception, and willpower. Your control over metal and metal-like substances increases significantly. When using machines to convert matter from one state to another, your efficiency is increased tenfold.
Living Legend:
For killing the Golden Elder Dragon, and ruler of the Mongol Empire, Genghis Khan, you are awarded the perks Legend Killer and The Future Is Now.
Evolutions:
Evolution of Leadership (Shared Skill):
Your patronage allows for those who serve you to benefit twice as fast when training or earning rewards. Loyalty from others is increased. You may form magically binding contracts of service that cannot be broken by your followers. Your physical appearance is more magnetic and beautiful.
Evolution of the Tinkerers (Shared Skill):
Your mind is able to process information extremely quickly. Your devices are more effective and your creations are quicker and more intelligent and require less resources. No physical changes.
Evolution of the Progenitor (Shared Skill):
The life you have brought into the world shall flourish, spreading from its humble roots to the four corners of the world—and beyond. All sapient beings created by you, or the future generations of such beings to be born or made, start with increased attributes, a basic class of their choice when they reach mental maturity, and a unique perk that reflects their creator’s life, history, and personality.
Descendent of the Gods (Shared Skill):
Magic. Authority. Obedience. Power. These are yours by birth, and all who look upon you shall know it. The world itself shall know it, and bend to you.
You gain a 100% increase to the size of your magic pool. You gain a 100% increase to all Leadership skills. You gain a 100% increase to all Persuasion skills. You gain a 100% increase to all physical attributes.
Spirits:
Isabella the Shadow Queen:
Once a simple innkeeper, Isabella was betrayed by those who should have helped her most. Now known as the Shadow Queen, she turns all those who have dared to wrong her into horrifying shades that will serve her for all eternity.
Kermodei the Guardian:
Born from the union between a Great Bear and a kindly nature spirit, Kermodei protected his forest with all his heart until the day he fell prey to an ancient serpentfolk relic. Diseased, Kermodei destroyed that which he once loved, causing the peaceful bear great shame and torment. Now given another chance to protect others, Kermodei will do anything to shield that which he has pledged to protect, even if it means using the disease he once hated.
Talanasha Starflower, the Deathfrost Monarch:
Born to the king and queen of an ancient elven kingdom, Talanasha was cursed by the enemies of her people to take on her enemies’ form. As her body began to transform into that of a spider, Talanasha used her mastery of necromancy and frost magic to freeze the curse partway, leaving her trapped in a half-elf, half-spider body. Despite her best efforts, Talanasha was exiled from her home for her appearance. The curse and her exile slowly ate away at her mind, driving her to madness from which she has never recovered.
Stormhawk:
A powerful stormhawk, capable of traveling at high speeds, commanding lightning, and briefly transforming into energy itself, shocking anything it passes through and becoming immune to physical damage.
Gilles Alarie, the Ascendant Elementalist:
Gilles is one of the most distinguished mages to ever graduate from the Paris schools of magic. He is a dangerous opponent, skilled in all four elemental forms of magic, as well as several more esoteric branches of the magical arts, including some that even his king may not approve of.
Having pledged his service to the crown in return for one of the most powerful mage classes known in Paris, he reluctantly betrayed that oath and accepted a bargain to become a spirit companion. In return, Gilles was given a promise that he would be allowed to search unimpeded for a way to return himself back to life so he may take his revenge on the man who killed him.
Genghis Khan, The Golden Dragon:
Genghis Khan, once a mighty ruler and conqueror, has been humbled and defeated. His spirit, now forced into servitude, has been reduced to the primal spirit of the golden dragon he once transformed his living self into.
Now a mix of monstrous instincts and the cleverness of the world’s greatest warlord, The Golden Dragon has become a mighty spirit, one that leaves nothing but devastation, ruin, and carnage in his wake.
His golden breath weapon can lay wastes to cities, a single swipe of his tail can devastate a line of charging Knights without even noticing, and the power of his bite is enough to chew through thickest of hide or the most heavily enchanted armor ever devised by man – all with equal ease.
Divine Boons:
Divine Sight (Shared Skill):
Lamashtu, the dark elf goddess of undeath, has bestowed upon you the perk Divine Sight. Your vision penetrates even the darkest of environments, and you can now see the souls of everything around you. Learn to see what a soul tells you, and you will never be deceived again.
Eternal Life (Shared Skill):
You have received the Blessing of Nereides, the Princess of the Water Nymphs. Nereides has bestowed upon you the blessing of Eternal Life. Your body will never grow older and your spirit will forever be healthy and full. Beware, for violence may still bring an end to your eternal life.
Corruption (Shared Skill):
Your body has begun to succumb to demonic corruption. Every step along this path grants you additional power, but be warned: if you are corrupted entirely, you will no longer be in control of your own mind.
Base Attributes Bonus: 60%.
Demonic Control: 60%.
Beloved of the Sun (Shared Skill):
You gain sustenance and power from the sun itself, empowering your spells and abilities with sunlight. You are also granted immunity to hunger, thirst, or fatigue for as long as the sun shines down upon you. Sun and Light based attacks can no longer harm you. Instead, they heal you and empower you even further.
Bonded Mount:
Ibizrivenori, the Shadow Dragon, adult dragon stage.
Bonded Equipment:
Tenebrosus, the Armor of Shadow and Death:
Grants you the ability to fly and covers you with shadows that act as an additional armor against attacks, making you harder to detect and allowing you to disguise yourself and your equipment at will.
Tier II: Your armor has absorbed so much death energy that it now powers itself on death and death alone. Your armor can no longer absorb monster cores but instead gains power from every death that occurs around you. Alternatively, if your armor does not fully absorb the death energy from a corpse, it may instead grant you control over the power of death itself, allowing you to raise the corpse from the dead to serve you for all eternity.
This item has been upgraded with the dragon scales of a Titan, granting it additional defenses and resistance to magic.
Forma Figura, the Shapechanger:
Forma Figura may shift between several different weapons. It can currently change into the following: the Greatsword of Deathfrost, the Bow of the Lightning Bird, the Longsword of Fire, the Impenetrable Shield, the Spear of Windswept Memories, the Dagger of Blood-Drinking, the Staff of Nature’s Spirit, the Battleaxe of Rage, the Universal Hatchet, the Lance of Horror, and Ankou, the Staff of the Grim Reaper.
Magical Equipment:
Spatial Satchel:
Holds significantly more equipment than its physical size. Recall an item from the satchel directly into the wearer’s hand or place it anywhere on the wearer’s body. The satchel feels like a natural part of the wearer’s body.
Blood Ring:
Crafted from the blood of the dead, this ring grants a 20% increase to the potency and power of all blood magic. The bearer may sacrifice a portion of their own blood supply to increase this benefit for a short time, scaling based on the amount of blood sacrificed and their Magic Power attribute.
Currently Active Triumphs:
Voice of the People:
You are an unnaturally gifted orator. You gain a significant boost to your ability to give speeches and convince others of your way of thinking. Be careful, though, for this gift can convince even yourself of your own perfection. That way lies madness.
Last Bastion of Civilization:
As long as your capital city remains unconquered, your soldiers gain a bonus to all of their attributes, your taxes and trade agreements generate additional wealth, and inspiration flourishes among your scholars and mages.
A Strong Emperor Is a Strong Empire:
From now on, you may select a skill from any class when presented with a new skill choice from another class. Your new skill choices are not determined by level, or power, or class restrictions any longer. Each time you are given a choice of a new skill from a class, you will be presented with every skill from all of your classes and may select whichever one you so desire.
Lost Triumphs: 47