Rain

Rain - portrayed by @AceAximeck on Twitter; commissioned by Roguish

**Richmond Rain Stroudwater** is the main protagonist of Delve. He prefers to go by his middle name. Due to his use of the *Purify* skill combined with the villainous appearance with the Dark Revenant’s Armor he received from Tallheart, he is publicly known as the **Night Cleaner**.

He has the Guild-Silverplate identifier 14529.

Known aliases: Rag Man, Death Zone, Haggling Demon, 'Lord' Rain, Rain-King, Little Mouse, The Pure-Mist King, the anomaly, Mouse, Dearest.

## Appearance

Rain is an extremely attractive young man with electric blue eyes, clear and richly tanned skin, and brown slightly curly hair. He is heavily muscled, comparable to Arnold Schwarzenegger as Conan the Barbarian.

He keeps his facial hair in a beard, though the style can vary. On 3061-06-05, it was rugged and rough-trimmed.

The color of his soul is the same blue as the color of his interface.

### Former Appearance

Rain's appearance has changed significantly over the course of his time in the World. Near the beginning of the story, his looks were often compared to various animals such as mice and puppies.

He started slightly pudgy. His new life burned away all of his flab, leaving his skin taut over wiry muscles, which later turned into him becoming really muscular after he increased his strength synchronization.

For a time, days underneath armor without sun had turned his skin pale.

His facial hair grows as time passes in the novel, but he is often told he looks better after he shaves. Though, that seems to be because it was never styled, as his current facial hair is often complimented.

He formerly had brown eyes prior to his fight with the Whales.

## Personality

<Under Construction>

He also has a love/hate relationship with math.

## History

Rain was born on Earth on March 28th, 1995 (by the Gregorian calendar).

During high school, he had a physics teacher named Mr. Rickart. Rain regrets how the kids treated him.

Rain studied computer science at a university. He never graduated but was there for at least a year.

Rain had a D&D group in college. Besides Rain, it included Carlos (as the Gamemaster, he ran a campaign where he burned down the travelling wagon of James who had bought too many supplies for a personal inventory) and James (who always played Bards). Rain regrets not having stayed in contact with them after college.

He dropped out to support his mother after his father's death. To make ends meet, Rain started work in construction. Several years later his mother passed away as well, causing him to fall into a mild depression which he only managed to climb out of several weeks before he left Earth.

He fell asleep in his bedroom sometime after midnight on June 2nd, 2019 (by the Gregorian calendar). When he woke up, he was in a forest in The World on the 1st of Second Harvest in 3060 (by the Delve calendar).

Further events explaining Rain's history after arriving in the new world can be found here.

## Soul Rupturing

*for a spoilery breakdown, see: Soul chapters*
Rain's soul is the subject of many chapters of the story, since Rain experienced Soulstrain many times during his early adventuring days - so much that he soon needed to classify all the various types of soulstrain, and he assumes he experienced almost all of them. His various exercises weakened the paling of his soul. Rain always felt fine once he had shrugged off the Soulstrain, but when he was trapped in the antechamber of The Fells, Rain practiced "Essence Meditation" (Aura Focus with Essence Well and Aura Compression) and also unlocked many Skill Trees. This overexerted his paling and it ruptured.

After his rescue, unawakened felt terror as Rain's "leaking" soul affected their palings: *Pseudo-Oversoul*. However, awakened people around Rain had no problem withstanding that effect and didn't even notice it. Watch officers had perfect perception of Rain's soul and could read him just fine. But also, Watch officers reading Rain would notice the damage as well, and some were unnerved by the damaged paling; Sarl described it as a cracked shell that revealed angry, flickering energy within. Rain, having no means to observe his soul or paling, let officer Bartum observe him while unlocking a skill tree (a probable cause for extreme soulstrain), which had no effect, but manually triggering the training overview led to an outburst from Rain's paling, where it ripped open before closing again.

The Majistraal artifact below Fel Sadanis allowed Rain to enter his "Soulspace" and judged Rain's status as follows: Paling Integrity: 74%, Soul Fragmentation: 99%; combined with warnings about this state.

Guardian Dunwich revealed that a damaged soul like Rain's can most likely only be fixed by the person themselves. Warden Vatreece extended an invitation for Rain to Vigilance, where the Watch might look into his matter, provided Rain would agree to a full mental scan. Rain came to the same conclusion: Fixing his soul would require his own effort.

Dozer's death led to the slime's essence taking refuge in Rain's soul via their soul-link, not fixing it but still affecting him; making him more obsessed with maintaining order. After he found Dozer alive living in his soul, Rain and his pet slime worked together in his meditation sessions to purify the chaotic essence in Rain's soul, and build a stable orderly place from the purified, solidified essence-material. Rain dubbed this stable core his soul-bastion, and managed to build himself essence-matter avatars to inhabitate the bastion, which he eventually turned into a steampunk fortress including an airship.

A main concern in this bastion-building effort was however Rain's fissured paling which needed to be sealed. Killing an essence monster repaired the paling, but the first incautious mana-use ripped it wide open again, and Rain was much more careful after killing a second essence monster, and avoided any overexertion for months before daring to upgrade his class to silver. In that meantime, he enhanced his bastion and rigged an essence-material scaffolding to better hold the paling together and stop it from further fraying.

When upgrading his class to silver, Rain was notified that his Paling Integrity had sunk to 70% [Warning: Threshold] and his Soul Fragmentation was beyond the measures of Majistraal scans. The level-up to a Legendary Silver Class trashed Rain's soul-bastion, as he had not known what would happen in that upgrade. However, having a much more powerful base and a lot of experience in his meditations, Rain was able to fix the damage relatively quickly and also re-construct his measures to fix the paling. Unexpectedly, his project to connect his bastion-core and the paling, fixed some of his soul's functionality though not the paling itself.

## Innovations

Rain has tried to spearhead many concepts from Earth and bring them alive into his new world, among them:

* Math, including the number zero
* the metric system
* Chess (as an alternative to Ranks)
* proper and quick construction methods
* spreading his admittedly limited knowledge of chemistry and metallurgy
* electricity and generators (as a concept, first understood and realized by Staavo)
* light bulbs (as a concept, realized by Tallheart and Ameliah)
* computer science and programming (custom interface includes macros, calculators, text and spreadsheet documents...)
* the forgewagon (gears, transmissions, and other engineering/applied physics)
* telescopes
* aircraft (namely, airships)
* steam engine, combustion engine
* gliders
* lifts
* radio (realized by Staavo, but only operable as a morse-code transmitter so far)
* scuba gear (so far just another idea)
* improving weaving with mechanizing looms, looking into electric looms
* Printing press
* ...<to be completed!>

## Relationships

Rain is the main character and most people appearing in the story are connected to him. He has so far made several acquaintances in the other world, and made friends out of many of them - in chronological order of the story:

* Hegar, Anton and Brovose - the three adventurers treated Rain badly. Being manhunters, they ended up dead.
* Ameliah - after a stressful time adventuring together and getting to know each other, they became a couple eventually, despite Ameliah having serious trust issues due to her past.
* Gus - the Guild clerk was paid to take care of Rain initially, which he did after some fashion. Not being a powerful official, he could only do so much, but there is some connection with Rain.
* Mlemlek Ko-Latti and Ava Lek-Ani: the pair of wandering merchants sold Rain his first outfit; they joined Ascension much later.
* Khurt - the Guild's bartender warmed up to Rain, and was probably Rain's first actual friend in the other world. He tought Rain most of his initial bits of the Common language and the numbers. They later sort-of-governed Fel Sadanis for a short period of time together.
* Vanna, Yott and Tarny - the workers from Fel Sadanis found that Rain was the first approachable adventurer; and later enthusiastically worked for him. Two of them later became members of Ascension: Vanna as his trusted right hand and Quartermaster/Commander. Tarny was a fanatical follower of Rain until he toned down his reverence, and is Rain's adjutant.
* Jamus - Rain gained his favor early during his stay in the Guild, and the middle-aged mage took Rain with his group on a quest. This lead to them becoming friends, and Jamus really began caring about Rain, probably counting as his second friend. Later a member of Ascension. Rain performed the wedding ceremony for him and Meloni.
* Carten - Jamus' partner and an endless tease, also becoming a friend after a while, and later a member of Ascension.
* Lavarro - never treated Rain well, and insisted on taking away the Tel he found. For the slight of destroying "her" lair, she assaulted Rain with "minimal" force - they didn't become friends.
* Mahria - Carten warned Rain right from the start to not begin a relationship with her despite her possible(?) interest. Rain didn't approve of her hotheaded nature, but let her join Ascension. As Mahria became friends with Lyn, Rain's earlier doubts about her loyalty to Ascension were proven unfounded.
* Rankin - the Guild official was around for a longer while already, but Rain eventually struck a deal with him for cleaning the guild halls in exchange for lodging. That deal soon fell through, however, and Ranking kept an antagonizing posture towards Rain. Rain later exposed to the Guild how Rankin had embezzled huge amounts, making a potential future enemy of Rankin, should he have survived his punishment and ever come up again.
* Val - was initially rescued by Rain on a trip to the sewers, and later again several times, often because of Val taking extreme risks. Their relationship is pretty good, although Val begrudged Rain for having had so much luck in gaining classes and levels easily. After joining Ascension at the latest, Val can be counted among the closer friends.
* Wallace - Rain had a bad opinion of the Guild's healer because of his selfishness; that changed a bit later when Rain learned of Wallace's personal struggles. However, not really a friend.
* Halgrave - threw out Rain from the Guild for a petty reason; but reinstated Rain after he paid the fines. When they met later in Three Cliffs, Halgrave was willing to look into helping Rain as long as that would not inconvenience him, then upon learning more reconsidered upon Ascension as possibly being worthwhile. Relationship may be considered "complicated" at best.
* Tallheart - was introduced to Rain as a mutual friend of Jamus; Rain volunteered to help him rebuild his hut and gained his trust because of his non-biased outlook on the Cervidian race. Became one of the closest friends of Rain, only considered crafting weapons for Rain, Ameliah and Jamus; and joined Ascension.
* Stint - Velika's scout got his awakening thanks to Rain's group, and owes him. Although he joined Ascension later, he is not even considered a Trusted.
* Velika Vekuavak - first met Rain when she directly threatened Tallheart to serve as her smith. Later, she requested Rain's service in Fel Sadanis and considered to make him her personal beacon, but he eventually stood up to her and tried to strike a deal with her. That deal didn't realize at all due to the attempt on Velika's life, but when Rain saved Fel Sadanis, she resigned as a ruler and peacefully left him alone. When they met again much later, she was rather a supplicant and refugee; although a very powerful one who could end everyone in Ascension without a problem. However, a deal was struck to let her leave the continent together with Rain.
* Melka - the only member of the Watch of Fel Sadanis to form an actual bond of close friendship with Rain, as they trusted each other with small or even pretty big secrets. Rain can't forgive Velika for killing Melka.
* Jaks - the unpleasant fellow brusquely told Rain to piss off and didn't want to have anything to do with him.
* Staavo - another friend of Jamus. The elderly scholar is just as curious as Rain, endlessly asking questions about everything. Not perfectly like-minded, they get along at least fine, and Staavo also joined Ascension, forming a curious relationship with Tallheart as well.
* Kettel - an unawakened adventuring kid fighting on his own in the sewers, he brazenly accused Rain of being a snob, before learning better. His poor commoner background gave Rain something to think about and regain perspective. Kettel's later awakening made him a good candidate for joining Ascension, although Rain had severe doubts on this decision, as the young man doesn't respect authority and isn't cooperative.
* Myth and Reason - the alchemists met Rain several times on favorable conditions, and valued that he wouldn't tattle on their secrets. Not having good places to turn towards, they eventually joined Ascension. Rain already knew their employee Meloni and her dog Cloud via Jamus.
* Watch Sentinels Lamida, Talasa and Phoss - contracted Rain for the betterment of the situation of embubbled Fel Sadanis. Being stern minders, they didn't take too much advantage of Rain, but forced Melka as his minder on him.
* Lord Arta Rill - gifted Rain a lavish sum of Tel and contracted him to work for Citizen Sadanis. Rain judged him a halfway decent aristocrat, and a better organizer than expected. Rain regretted Arta Rill's death.
* Arlo, Breggeh, Bosco, Rina and Samson - the group of young volunteers for Velika's guard were quickly won over by Rain's abilities and sung his praise quickly enough. The other way around, he bonded with them a bit but deemed most of them reckless. Of them, only the more sensible Samson joined Ascension (as well as Kettel), and proved his worth soon as head of Defense Council.
* Dozer - The slime became Rain's tamed pet and a good and very close (albeit not very bright) friend.
* Workers in Fel Sadanis - Rain net and helped dozens of them, including many who are later willing to trust him with their lives and fill the rosters of Ascension. While the relationships to each of them isn't a part of the larger story, Rain cared a lot about each of them, and the other way around. See also the entry on the founding members of Ascension.
* Watch Officer Bartum - Rain finds another trustworthy Watch Officer in him and they form a mutual respectful relationship, although Bartum has to keep all his Watch secrets. Bartum is the one to hand over Rain's Custodian plate. (Other Watch officers were still more distrustful of Rain, most just tolerating his presence more than anything else, even during and after the events of the Shift.)
* Cera - the water mage earned the ire of Rain for dismissing *dulls* as unimportant. Rain vetoed her joining Ascension.
* Lady Par - the noblewoman is a gossip, but Rain included her in his informal council to govern over Fel Sadanis
* Uman - taught Rain the common hand code
* Mazel Strongarm - Carten's aunt helped Rain to test the combat abilities of Ascension prospects, and he was sad she refused to join herself.
* Vatreece - Rain never met her when she was around in Fel Sadanis, but she was highly interested in him, organizing the Custodian plate for him. The other way around, Rain is more fearful of her, but seems unaware of her knowing about him.
* Rest of the founding members of Ascension - passed Rain's "asshole test", and were thus considered decent human beings, worthy of an eventual Awakening. Rain learned all of them better during their joint voyages, and tried his utmost to treat everyone equal. Overall, thirty of them have to thank Rain for their awakening, so far.
* The former inhabitants of Vestvall, around 800 by the numbers, have mixed relationships with Rain: He and his company are the ones who first brought invaluable help to Vestvall, but later uprooted them from their hometown, although they were not responsible for the evacuation being necessary. Many of them joined Ascension. The nobles of Vestvall intrigated against Ascension, and mongered fears among the populace. Among their numbers...
	+ Emerton could blame Rain for the death of his insane grandmother, but he doesn't, having been treated fairly and been given a position of trust and a chance in Ascension.
	+ The Hakim family changed their behaviour from hostile to sycophantic towards hostile after being rejected admission into Ascension in a humiliating prank orchestrated by Rain.
	+ The Urs family has beef with Jamus, and by extension with Rain, as Jamus reclaimed care for "his" children who joined Ascension, even including Egan Urs.
* The common inhabitants of Three Cliffs have to thank Rain for re-organizing their leaderless town and freeing the slaves. Some of them joined Ascension.
	+ Argle Thrast was severely humiliated by Rain, and later sentenced to labor for messing with Ascension. He doesn't seem to hold a grudge though?
	+ Captain Bakal was spied upon by Val, but Rain cleared up the misunderstanding, and rescued Lellermen Green for him. Bakal was grateful for Rains assistance in defending the town, and re-united him with the crew on the Temerity. (more?)
	+ Fechton Stone requested asylum from Rain and got it in exchange for information.
* The Empire of Adamant (via Illus) only learned about Rain during their second attack on Three Cliffs. As an organization, they are firm enemies.

## Interface

His interface appears in the form of blue notification boxes.

## Skills

Chapter 243 - Nadir

Aura Metamagic

Tier 0

**Amplify Aura** (15/15)
Multiply aura intensity by 250%
Multiply aura mana cost by 400%

**Extend Aura** (15/15)
Extend aura range by 15 meters
Multiply aura mana cost by 400%

Tier 1

**Aura Focus** (15/15)
Focus on an aura to boost its output
Multiply aura intensity by 400%
Multiply aura range by 400%
Multiply aura mana cost by 400%
User loses all external senses while focusing

**Aura Synergy** (20/15)
Increase all aura output by 2.0% for each rank in any aura
Effective boost: 580.0%

Tier 2

**Aura IFF** (15/15)
User may exempt entities from direct aura effects at will
Selected entities receive -50.0% aura output

**Prismatic Intent** (15/15)
User may maintain 16 auras simultaneously

Tier 3

**Aura Compression** (15/15)
Compress aura output, reducing range to boost intensity
Increase intensity by 3% per meter of compression

**Ethereal Aura** (15/15)
User may exempt the aura from environmental effects at will
Aura gains 75% resistance to environmental occlusion and absorption
Environment receives -50% aura output

Tier 4

**Anchor Aura** (11/15) Exp: 42,100/44,800
Allows for the creation, binding, and use of aura anchors
Aura anchors are attuned to a single aura at the time of creation
Aura anchors act as additional emission points, irrespective of distance
User may project any aura through 0-11 anchors simultaneously
Aura range is distributed across the user and any selected anchors
Anchor Creation Cost: 100 + 100^x
Anchor Creation Time: 1 hour
Anchor Durability: 100 + 100^x
Anchor Hardness: 28 (fcs)
x must be a whole number greater than or equal to the tier of the attuned aura
Aura use through an anchor damages the anchor
Anchor damage is proportional to the mana flux, mitigated by Hardness

Defensive Auras

Tier 0

**Heat Ward** (15/15)
Increase heat resistance by 306% for all entities
Range: 102 meters
Cost: 1 mp/dmg mitigated

Tier 1

**Arcane Ward** (15/15)
Increase arcane resistance by 306% for all entities
Range: 102 meters
Cost: 1 mp/dmg mitigated

**Chemical Ward** (15/15)
Increase chemical resistance by 306% for all entities
Range: 102 meters
Cost: 1 mp/dmg mitigated

**Mental Ward** (15/15)
Increase mental resistance by 306% for all entities
Range: 102 meters
Cost: 1 mp/dmg mitigated

Tier 2

**Force Ward** (15/15)
Increase physical resistance by 306% for all entities
Range: 102 meters
Cost: 1 mp/dmg mitigated

Tier 3

**Suppression** (15/15)
Increase mana costs for all entities by 2,448 mp (fcs)
Range: 102 meters
Cost: 15 mp/s

Magical Utility

Tier 0

**Intrinsic Clarity** (15/15)
Multiply base mana regeneration by 400%

**Intrinsic Focus** (15/15)
Multiply base mana by 400%

Tier 1

**Channel Mastery** (15/15)
Allows intuitive control of channeled skill intensity and tick rate
Minimum skill intensity: 0%
Maximum skill intensity: 200%
Maximum skill tick rate: 2.0s
Minimum skill tick rate: 0.0s
Skill mana cost modified by intensity adjustment
Skill intensity per tick modified proportional to tick rate

**Mana Manipulation** (15/15)
Allows internal control of mana
Allows expulsion of mana to environment
Allows transfer of mana to and from capacitive items with direct contact
Maximum transfer rate 9,900.0 mp/s (fcs)

Tier 2

**Magical Synergy** (15/15)
Enables limited synergistic cross-coupling of magical attributes
37.5% of Focus contributes to mana regen
37.5% of Clarity contributes to mana

Tier 3

**Mana Sight** (10/10) - Granted
Passively perceive mana within the environment
Resolution is 100% of that of mundane optical sight
Activate to perceive mana within entities
Active Cost: 10 mp/s
Compatible with other sensory skills at 100% resolution while activated

Offensive Auras

Tier 0

**Immolate** (15/15)
1,713.60-1,958.40 heat (fcs) damage per second to entities and environment
Sufficient damage causes ignition
Range: 102 meters
Cost: 75 mp/s

**Refrigerate** (15/15)
1,713.60-1,958.40 cold (fcs) damage per second to entities and environment
Sufficient damage causes slow
Range: 102 meters
Cost: 75 mp/s

Tier 1

**Radiance** (15/15)
1,713.60-1,958.40 light (fcs) damage per second to entities
Brightens environment (fcs)
Range: 102 meters
Cost: 75 mp/s

**Shroud** (15/15)
1,713.60-1,958.40 dark (fcs) damage per second to entities
Darkens environment (fcs)
Range: 102 meters
Cost: 75 mp/s

Tier 2

**Fulmination** (15/15)
1,713.60-1,958.40 arcane (fcs) damage per second to entities and environment
Sufficient damage causes paralysis
Range: 102 meters
Cost: 75 mp/s

Utility Auras

Tier 0

**Purify** (15/15)
Purify poison, corruption, and contamination
Range: 102 meters
Cost: 150 mp/min

**Winter** (15/15)
Boost M.Regen by 1,020% for all entities
Range: 102 meters
Cost: 15 mp/hr

Tier 1

**Detection** (15/15)
Sense selected items of interest
Not occluded by mundane materials
Resolution: 0.443775 mm
Range: 102 meters
Cost: 15 mp/s

**Essence Well** (15/15)
Transfer mana to all entities within range, including user
Transfer Rate: 102 mp/s
Efficiency: 20%
Range: 102 meters

**Energy Well** (10/10) - Granted
Convert mana to stamina and transfer to all entities within range, including user
Transfer Rate: 68 sp/s
Efficiency: 20%
Range: 68 meters

**Velocity** (15/15)
1,020% boost to speed for all entities
Range: 102 meters
Cost: 15 mp/s

Tier 3

**Empire of Brawn** (10/10) - Granted
Boost Strength by 680 for all entities
Range: 68 meters
Cost: 200 mp/s

**Empire of Drive** (10/10) - Granted
Boost Recovery by up to 680 for all entities
Boost Vigor by up to 680 for all entities
Boost Clarity by up to 680 for all entities
Maximum Recovery boost is capped by the active Strength boost from Empire of Brawn
Maximum Vigor boost is capped by the active Endurance boost from Empire of Grit
Maximum Clarity boost is capped by the active Focus boost from Empire of Will
Range: 68 meters
Cost: 200 mp/s

**Empire of Grit** (10/10) - Granted
Boost Endurance by 680 for all entities
Range: 68 meters
Cost: 200 mp/s

**Empire of Will** (10/10) - Granted
Boost Focus by 680 for all entities
Range: 68 meters
Cost: 200 mp/s

Heavy Armor

Tier 3

**Mana Vent** (10/10) - Granted
Desaturate heavy armor by venting accumulated mana
Rate: 2900.0 mp/s (fcs)
Cost: 1000 sp

**Heavy Armor Inventory** (1/10) Exp: 507/800 - Granted
Gain a soul inventory for up to 15 (fcs) pieces of heavy armor
Equipped heavy armor may be dismissed to the inventory at will
Stored heavy armor may be recalled to the appropriate open slot at will
Cost: 200 mp/kg

Hurling

Tier 3

**Ranged Arsenal** (1/10) Exp: 340/800 - Granted
Gain a soul inventory for up to 15 (fcs) ranged weapons
Equipped ranged weapons may be dismissed to the inventory at will
Stored ranged weapons may be recalled to the appropriate open slot at will
Stored ammunition-tagged weapons may be recalled directly into an appropriate launcher-tagged weapon
Cost: 200 mp/kg

Physicality

Tier 2

**Airwalk** (10/10) - Granted
Step on air as if it were stone
Cost: variable sp, depending upon rank and applied force

Restoration

Tier 0

**Healing Word** (10/10) - Granted
Invoke a word of healing to restore health to touched entity
Healing: 240-480 hp (fcs)
Cost: 10 mp

Sharpshooting

Tier 0

**Seeker Shot** (8/10) Exp: 1,215/2,900 - Granted
Shoot an arrow that tracks its target
Turn speed: 1729.00 deg/s (fcs)
Tracking effect expires after 80 meters
Cost: 10 sp

**Drilling Shot** (1/10) Exp: 20/100 - Granted
Shoot an arrow that spins, dealing increased damage
Multiplies base physical damage by 1.35 (str)
Cost: 10 sp

Tier 1

**Piercing Shot** (1/10) Exp: 25/200 - Granted
Shoot an arrow that ignores 5.0% of target’s hardness
If physical damage is dealt, arrow pierces through target
After piercing, physical damage to any secondary target is reduced by the hardness of the primary target
After piercing, magical damage to any secondary target is reduced by the appropriate resistance of the primary target
Effect can recurse indefinitely
Cost: 25 sp

**Strong Draw** (1/10) Exp: 0/200 - Granted
Bow draw weight multiplied by 1.1
Toggleable

Tier 2

**Endless Quiver** (10/10) - Granted
Conjure a copy of any arrow in your possession
Copy persists for 10 minutes
Cost: 10.0 sp
Additional mp cost for enchanted arrows

**Sniper Shot** (3/10) Exp: 300/1,600 - Granted
Fire a powerful charged shot with extreme range
Multiply physical damage by 5.5 (str)
Arrow is not affected by gravity or wind within 1 km
Cost: 100 sp
Charge time: 10 s

Tier 3

**Bleeder Shot** (1/10) Exp: 100/800 - Granted
Shoot an arrow that drains the target’s blood
Effect only activates if physical damage is dealt to health
Target bleeds freely for 1 minutes until wound is sealed
Cost: 200 sp

**Multishot** (1/10) Exp: 70/800 - Granted
Fire an arrow that splits into 2 projectiles
Each projectile deals 10% of the original damage
Arrows fly in a fan up to 45 degrees wide, equally spaced
Cost: 10 mp

Survivalist Utility

Tier 1

**Attract** (10/10) - Granted
Draw targeted objects toward the palm of your hand
Objects must be reasonably similar and small enough to be comfortably held
Maximum distributed force: 190 N (fcs)
Range: 50 m
Cost: 10 mp

\*Outputs are calculated assuming Rain current base focus with equipment (280 focus).

Tier 0: 144
Tier 1: 144
Tier 2: 144
Tier 3: 144

## Inventory

Chapter 238 - Maintenance

**Forceweave Bodysuit**

* Magical underwear that distributes force in such a way that it makes the user feel like they aren't even wearing armour.

## Former Equipment

Chapter 140 - Exploit

(Add chapter 140 equipment)

* Material: Grand Arcane Gold
* Mana Capacitance Rune
* 0/226 mp
	+ Import Efficiency: 75%
	+ Export Efficiency: 0%
	+ Stat Enhancement Rune Complex [Inactive]
		- Maximum Allocation: 287 points
		- Cost: 1 mp/point/day

* Hardness: 804(207)
* Material: Dark Steel
	+ Mana Conversion: 99.9%
	+ Mana Saturation: 0/13,202 mp
	+ Mana Dissipation: 92 mp/s
* Mana Capacitance Rune
	+ 174/14,209 mp
	+ Import Efficiency: 1%
	+ Export Efficiency: 0%
* Enhanced Durability Rune [Active]
	+ +12,029 durability, 20 mp/day
* Enhanced Hardness Rune [Active]
	+ +597 hardness, 25 mp/day
* Enhanced Dark Resistance Rune [Active]
	+ +50 dark resistance, 20 mp/day
* Dark Regeneration Rune [Inactive]
	+ +1 durability/s, 0.8 mp/s

* Reservoir
	+ 0/90 mp
* Strength Enhancement Rune [Inactive]
	+ +10, 2.4 mp/day

**Focus Ring** [Destroyed]* Durability: 0/15

\*Both rings were replaced by the *Malleable Ring*
**Ascension Coldsteel Ring**
* +20 Cold Resistance

**Quickstaff**
* Enchanted metal staff capable of extending and compressing itself. Extended form isn't hollow
* Split in half during the fight with the Razorspine Dissolver

**Gambeson**

* Padding that goes under armour
* Replaced by *Forceweave Bodysuit*

**Skull-cap** **Helmet, Padded Pants, Chain Shirt, Leather Boots**

* Replaced by the *Dark Revenant's Armour*

## Tamed Monsters

Chapter 134 - Unbreakable

Dozer - Crystal Slime, Level 1
* Soul Entity (merged with Rain's soul), physical body destroyed

## Soul

Chapter 232 - Indigestion

Time Acceleration = 1 + (830) \* (17) \* (10 ms/s)

the cost in ESS of maintaining the acceleration is [(added\_seconds/8)] ESS/s (probably)

 Generation
 Upkeep
 Refinement Capacity
 Chaos
 Potential
 Soul

Essence info table is only true for chapter 252.

## References

1. ↑ Chapter 173
2. ↑ Chapter 185
3. ↑ Chapter 244
4. ↑ Chapter 238
5. ↑ Chapter 174
6. ↑ Chapter 57
7. ↑ Chapter 157
8. ↑ Chapter 236
9. ↑ Chapter 222
10. ↑ 10.0 10.1 10.2 10.3 Chapter 2
11. ↑ Chapter 232
12. ↑ 12.0 12.1 12.2 Chapter 252
13. ↑ Chapter 96
14. ↑ Chapter 36
15. ↑ Chapter 84
16. ↑ Chapter 53
17. ↑ Chapter 97
18. ↑ Chapter 101
19. ↑ Chapter 104
20. ↑ Chapter 105
21. ↑ Chapter 107
22. ↑ Chapter 109
23. ↑ Chapter 127
24. ↑ Chapter 137
25. ↑ Chapter 175
26. ↑ Chapter 176
27. ↑ Chapter 189
28. ↑ Chapter 220