Aspect Skills

## Uncommon

#### Drake’s Heart

Within your breast now beats the heart of the most legendary of beasts. A dragon (technically, a Drake does qualify as a type dragon, but has nowhere near the same level of power).

This confers a few benefits. First off, it provides a certain degree of resistance to the element wielded by the Drake that provided the Aspect. In addition, it grants a sliver of draconic vitality, increasing resistance to diseases, as well as the user’s longevity.

## Rare

#### Spectral Shift

Allows the User to shift into an Ethereal form, allowing them to pass through all non-mana-infused objects and non-Skill-enhanced attacks. Mana passing through the User’s body will inflict small injuries both on the surface and the inside. Avoiding powerful attacks without a regeneration Skill is recommended.

Cost: 10 mana for activation, 5 mana per second of upkeep

#### Hydra’s Regeneration

This Skill allows the User to rapidly regenerate from injuries at the cost of mana. Regenerating large amounts of flesh may be uncomfortable.

Cost: 5 per second of use, 50 mana per kilogram of flesh restored

#### Redundant Organs

This is a passive Skill that allows the User’s organs to take over each other’s responsibilities, within reason. A liver that pumps blood, kidneys that remove alcohol, a pituitary gland that produces insulin. These effects will never be as strong as the original effect, but it will massively reduce the debilitating effect of any injuries.

#### Gills

People belong on the ground, that’s the common wisdom, at least. Flying requires a machine, going on water requires at least some manner of floatation device if you want to do it for extended periods, and going under it for more than a few seconds requires more and more tech the deeper you go … right?

Well, that last one will no longer hold true for you once you pick up this Skill. With it, you may breathe normally underwater and are immune to the pressure of water up to a depth of 2,000 m.

This is a passive effect and is always active.

#### Poltergeist’s Flight

Gravity, what’s that? Something a user of this Skill doesn’t have to worry about, that’s for certain.

Activating Poltergeist’s Flight will nullify the effect of gravity on the user and for an increased mana cost, it will also prevent the user from being affected by the wind.

Cost: 1 mana per second of use, 3 mana per two seconds of use if wind is nullified

#### Poltergeist Shift

Allows the user to shift into an Ethereal form, allowing them to pass through all non-mana-infused objects and non-Skill-enhanced attacks. Mana passing through the User’s body will inflict small injuries both on the surface and the inside. Avoiding powerful attacks without a regeneration Skill is recommended.

The user may also manipulate light objects without making their hands corporeal.

Cost: 10 mana for activation, 2 mana per second of upkeep

#### Perception Block

This Skill allows the user to create a two-meter diameter sphere in which enhanced senses function considerably more poorly, reducing their effective power by the equivalent of 1 point of Perception per 10 mana invested.

Cost: activation cost variable, upkeep cost 1/5 of activation cost per minute

#### Blade Control

How many weapons can a man wield? One? Sure. Two? Also sure. Three? Well, maybe you could hold it in your mouth and make your dentist a millionaire by the end of the year if you keep using that technique?

Or … you could use this Skill. It gives the user perfect awareness of where each affected weapon is, as well as letting the user freely levitate each weapon within two meters of themselves.

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.

Cost: 5 mana per second of use per kilogram levitated

#### **Haunting Pursuit**

It doesn’t matter where you try to run, where you try to hide, what you try to use as a shield. Nothing will stop the Arcane Poltergeist when it has decided to kill you. This is the power of the dead’s unending hatred for the living, the need to tear them apart and bathe in their entrails.

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.

One the user has chosen a target, they can spend another 50 points of mana to mark them, gaining the ability to track them precisely so long as they remain withing 10 km, as well as knowing the most direct route to reaching them.

Cost: 5-100 mana per minute for a passive scan, 50 points per mark per hour

## Epic

#### Eternal Blades

After infusing his weapons with mana, the user will never have to worry about their weapons breaking ever again. They will slowly repair themselves over time, a process that can be sped up by applying additional weapon. However, unless the weapon is reduced to atoms, the initial mana investment will suffice.

In addition, the weapons become twice as durable without compromising flexibility.

Cost: 20 mana per kilogram the weapon weighs

#### Wave Charge

There is a charge, and then there is a charge, something that isn’t merely the act of rushing forward at an enemy.

Activating this Skill will fling the user forward, running at a chosen target, without needing a solid surface to jump off of. In addition, it ignores all kinds of non-solid resistance.

Cost: 15 mana

#### Shark’s Body

There are plenty of Skills to let one breathe underwater, but for most of them, that’s all they do.

This one is a little different, in addition to gaining the ability to survive the lack of gaseous oxygen and the crushing weight of the ocean overhead, it gives the user an additional form, said form being a shark-human hybrid, complete with sharkskin, as well as webbed hands and feet, electromagnetic senses, and an improved sense of smell.

Clothing worn in the human form will vanish with the human form, though some articles of clothing may be kept on.

(The passive effect of the Gills Skill will continue to work even if this Skill is not active.)

Cost: 7 mana to transform, 1 mana per minute to maintain transformation

#### Improved Basic Illusion

When first using this Skill, the user must choose a two subjects to create an illusion of (specific person, object, creature, etc.). From that point onwards, the user may create an illusionary version of them at will (the illusions will update to match the chosen subjects).

Cost: 15 mana per activation, 1 mana per second of upkeep

#### Ignore Injury

There are Skills to mitigate the effect of certain injuries, there are Skills to fix such injuries without the services of a healer. And then, there’s this Skill, which lets the user act as though they’d never even been injured in the first place.

While this Skill is active (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 one’s phone while moving the same toe with a severed spinal cord might be as difficult as carrying a mountain.

#### Grand Hellflame

The flickering flame of a candle. A crackling fire in the fireplace. The burning heat of a blacksmith’s forge. An welding torch. Sure, all of those things could be considered ‘fire’, but don’t really seem like they deserve the moniker compared to what this Skill can produce.

The holder of this Skill can wield the fires of hell, in their full all-consuming, life-force destroying glory, while gaining complete immunity to any and all fires up to and including this Skill’s power level.

Cost: 100 per second to generate, 10-50 per second to control, 200 to extinguish all fires caused by generated flame

#### **Ephemeral Form**

Walls, fortresses, even bunkers that sit at the heart of a mountain, none of these can stop an Ephemeral being. The only thing able to damage such a being is raw mana or Skills fueled by it.

But transforming would be rather risky if an errant Spell would tear through them, wouldn’t it? That’s why true powerhouses among the Ephemeral are able to spend additional mana to reinforce their bodies and mitigate said vulnerability to some degree.

While shifted, the user of this Skill can choose to treat objects as physical and interact with them normally or treat them as though they didn’t exist.

Cost: 10 mana for activation, 5 mana per second of upkeep, upkeep can be increased up to 50 mana per second to resist foreign mana

#### **Flight of the Poltergeist**

Once you are dead, you are free. Free from responsibilities, free from death, free from *gravity*.

With this Skill, you gain a Poltergeist’s ability to nullify gravity and take to the air, nullify the effect of wind and air resistance to avoid being blown away like a leaf in a hurricane by the slightest breeze and start to accelerate yourself at a constant rate of 1 m/s^2 for a maximum speed of 150 m/s.

Cost: 1 mana per second per active effect (air resistance nullification, gravity nullification or telekinetic self-acceleration)

#### **Draconic Heart**

Your heart beats with the force of an erupting volcano, its every movement sending immense magic coursing through your body, burning and swiftly annihilating any diseases, poisons, and other forces seeking to corrupt your body (barring exceedingly powerful opposition).

At the same time, this power can be unleashed to provide fuel for your own flame-based attacks, granting them overwhelming power at the cost of physical fatigue.

Lastly, the heart of a draconic beast grants the bearer enhanced longevity and vitality.

#### **Dragonscale Mantle**

The scales of a dragon, synonymous with durability for many.

And now, you have slain one of these great beasts, taken its power for your own, and turned its skin into yours.

Draconic ceratin now armors you, ensuring that you are never without protection, yet it is no unbreakable bulwark, is it?

Which is why this Skill takes the concept of wearing your slain enemies and takes it one step further. All pieces of armor made from biological materials, even those integrated into your body, are significantly strengthened.

#### **Death Knight’s Endurance**

Wearing armor day in, day out, is rather exhausting. Doing so when said armor is several centimeters thick and weighs hundreds of kilograms, even more so.

But a Death Knight doesn’t have to worry about that on account of, well, being dead.

That is the power that this Skill brings. Vastly increased stamina as if exhaustion is a concept that does not affect the user in the slightest.

For the first eight hours of any activity that is not extraordinarily strenuous, such as combat, the user will not experience fatigue or a related loss in capability. Once this time is up, exhaustion will set in as if they’d only just started to exert themselves and accumulates more slowly.

In addition, the weight of equipment such as armor contributes vastly less to the wearer’s exhaustion.

This effect can be used once a day.

#### **Ghostly Armor**

Armor. It’s useful, sure, but a pain in the ass to put on. Which is why it’s so damn useful to just be able to summon it from thin air.

This Skill summons a set of spectral plate armor that is perfectly suited to the wearer’s fighting style in terms of both weight and restrictiveness and will last until the user dismisses it.

Damage will be repaired via an additional payment of mana, and the armor can be re-manifested when destroyed over and over, so long as mana is available. Becoming a heavily armored dreadnought of spectral steel doesn’t have to be a one-time thing.

Cost: 200 mana for the initial summoning, 100 mana per hour for upkeep.

#### **Armored Echo**

Armor is great, isn’t it? A sheet of leather, an interlocked web of metal rings, a steel plate.

Something to stick between you and the bad guy, to take the beating in your stead.

There’s one small problem with that idea, though. Armor degrades, armor is damaged, armor breaks. And then, what do you have? A hunk of metal with a giant hole in it that still slows you down?

However, with this Skill, whenever your armor is damaged, a weaker, spectral plate will appear in its place to cover the new weakness, at least until that too is destroyed.

Cost: 75 mana per hour

#### **Perfect Form**

The Lich is eternal.

The Lich does not degrade.

The Lich is perfection.

However, the Lich’s form *can* take damage, and as such small chips and cracks mount, eventually, it’ll lose the lofty descriptor of “perfect”.

And if the transformation into an undying Lich were so limited, no one would choose to follow that path, which is why most people who take it include a kind of insurance policy against such a thing occurring.

With this Skill, bit by bit, any damage the user suffers will eventually be undone. Barring interference by curses, hostile Skills or the like, and as long as no additional damage is taken, any damage that does not kill the user of this Skill will be undone within a week.

#### **Superiority of Undeath**

Needing air, being susceptible to diseases, dying from simple toxins, dropping dead just because of a traumatic injury causing shock … mortal bodies suck, don’t they?

Which is why it’s important to have a Skill such as this.

You will now need barely any air, survive all but the most lethal of toxins, automatically murder any microorganism who try to infect you, your resistance to shock is vastly increased and radiation will not bother you unless you try to go swimming in a nuclear reactor’s wastewater.

In other words, unless something or someone deliberately kills you, you do something incredibly stupid or you are subject to the greatest of natural disasters, nothing will kill you before your time.

(Einherjar Bonus: all resistances are 50% more effective)

#### **Lich’s Curse**

Cold, bony fingers reach out from beyond the veil of death to grasp your throat, to squeeze until it feels as though you may never breathe again, until you too will join the being that exists in a place so innately hostile to the living.

This is the sensation of having the curse of a Lich fall upon your shoulders, to have the veil of death surround you while the Grim Reaper takes you by the hand to take you away from this life.

Those who are cursed by this Skill lose their natural ability to heal from injuries, their blood will all but refuse to clot, leaving them bleeding profusely from even the most superficial of wounds.

Furthermore, the Curse halves the effectiveness of self-healing Skills and makes healing potions almost useless.

Cost: 250 mana per target, 50 mana per hour upkeep after the first hour

(Einherjar Bonus: magical healing from other people is 200% more expensive upon the cursed)

### Unhindered Bladework

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 user’s blades can be easily removed from anything they’re 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.

## Legendary

### Moment of Immortality

What kind of monster can have its guts hanging out, be bleeding from countless arterial wounds, and still be fighting? One with this Skill, that’s what.

Moment of Immortality activates automatically when it is needed, granting the user the ability to survive with massive bloodloss and without a complete set of internal organs. In fact, few things short of being pulverized will be able to kill the Skill user while it is active, but it is by no means a perfect defense.

Moment of Immortality lasts for twenty seconds and can only be activated every 168 hours.

### Eternal Restoration

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 wouldn’t do for that embodiment of death to carry the damage accumulated across the eons and look like a piece of roadkill, wouldn’t it?

This Skill slowly wears down all effects that reduce the user’s 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

What can mortals do?

Jump into a lake that’s 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?

Let’s 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 effect. 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

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 Skill’s 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)

### Reaper’s Cloak

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)

### Spectral Touch

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 are fed to the user of this Skill.

Cost: 100 mana per second

(Einherjar Bonus: draining can be projected through weapons)

### Ephemeral Phase

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 Skill’s 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

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 gravity’s 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: Increased control, maximum speed increased to 1,000 m/s)

### Endless Haunting

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)

### Perception End

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 room’s size exceeds 125 π m3.

Cost: activation cost variable, upkeep cost 1/5 of activation cost per minute

### Set Illusions

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

### Reality Shift

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

### Free Illusions

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 the user’s 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

### Inviolable Blades

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 myth again and again.

Holding this Skil all but ensures that the user’s blades will live long enough to remain even as they’re 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 wielder’s demise, all the while gaining more and more power as their legend grows.

And should against all odds, one of the user’s swords still be destroyed, they will be vastly easier to repair, to the point where complete repair won’t even require either all the original pieces or materials of the required quality, as though the blade *wants* to become whole again.

### Annihilating Trails

Bladed weapons might vastly increase their user’s 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 make, following the movement of the blade’s 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 points of mana per centimeter of trail per second, cost doubles every second of an individual trail remaining

### All-Blade Style

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 times, 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

### Always Armored

Armor. Nice to have, useful because it can take damage in its wearer’s 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 user’s armor is destroyed, a lesser spectral version of the missing equipment manifests 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)

### Spectral Plate

Armor. Can’t live without it, literally, but living with it can be a bit of a pain, can’t 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 won’t 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

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

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 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 is subsequently resurrected may choose to become an Einherjar)

### Adaptive Regeneration

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 user’s 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.

### Hydra’s Restoration

Wanna see a magic trick?

Here’s a part of my body, now you see it, now you don’t. Where did it go? Why, I chopped it off, of course. And now it’s 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

Getting injured isn’t just painful, it’s 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 a broken toe will be about as difficult as picking up one’s 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 user’s hand is still present and intact. Up to a quarter of the user’s body can be replaced at once.

Cost: 5-50 mana per second

### Disposable Organs

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 user’s overall metabolism.

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Chapter 283: World of Aspects, The Rest
2. ↑ 2.0 2.1 2.2 2.3 Chapter 256: Death Incarnate
3. ↑ 3.0 3.1 3.2 Chapter 282: World of Aspects, The First One