Gifts

A page for the "Gifts" or augmentations provided to Chosen who transfer to the parallel world. Some can be obtained even after the transfer, whereas others are only possible to obtain in the White Room before the transfer.

In the case of abilities that have a range of levels with an increasing cost of points, the total amount of points necessary to max them out is the same regardless of where one starts. For an ability with levels 1/2/3/4/5 that costs 3/5/7/10/15 points respectively, if one starts at level 1, increasing to level 2 will only cost 2 points. Level 2 to level 3 will be 3 points and so on.

## Resistances

A number of resistances and recovery abilities that likely cannot be obtained naturally in the world of DCFM, granted to the Chosen as a means to ease their journey through the completely foreign environment.

* **Poison Resistance:** Grants resistance to poison ranging from levels 1-3, with level 3 granting full immunity. The resistance extends to alcohol, but does not completely negate its effects when below level three. However, there is an instant detoxification that comes into effect in dangerous situations. Levels 1/2/3 costs 3/7/10 points.
* **Disease Resistance:** Grants resistance to disease, ranging from levels 1-3. Effects may even extend to preventing a cold. Levels 1/2/3 costs 1/3/5 points.
* **Aging Resistance:** This resistance slows the individuals aging process, ranging from levels 1-5. At level 3, a person's aging is halved, whereas level 5 grants eternal youth. Levels 1/2/3/4/5 costs 3/5/7/10/15 points.
* **Natural Recovery Up (Wounds):** Grants passive healing abilities for any wounds sustained after transfer to the parallel world. Ranges from levels 1-5, the effects are minimal up to level 3, after which each level drastically increases its effects. Levels 1/2/3/4/5 costs 3/5/7/10/15 points.
* **Natural Recovery Up (Spirit Energy):** Grants passive recovery of one's Spirit energy. Ranges from levels 1-5. Levels 1/2/3/4/5 cost 3/5/7/10/15 points.

## Physical Abilities

These enhance one's existing abilities to varying degrees depending on the amount of points used. They can only be accessed from the White Room or through the status board.

* **Physical Strength Up:** Increases base strength, ranging from levels 1-5. Level 1 increases one's strength by a factor of 2, level 3 by a factor of 5, and level 5 by a factor of 10. It is very effective in close combat. Levels 1/2/3/4/5 costs 5/7/10/15/20 points. It is recommended to take at least level 1 of this ability.
* **Vitality Up:** Increased overall endurance and hardiness of an individual, as well as mental fortitude. Akin to increasing one's health bar in a video game. Ranges from levels 1-5. Levels 1/2/3/4/5 costs 5/7/10/15/20 points. At least level 1 is recommended to transferees.
* **Spirit Energy Up:** Increases total Spirit energy capacity, ranging from levels 1-5. Given an individual's Spirit energy capacity is set from the start and cannot be changed, this ability provides a significant advantage to Chosen, allowing them to increase their innate capacity. Other effects seem to include an improvement in one's strength of mind. Though not explicitly stated, level 1 alone seems to double one's capacity. Levels 1/2/3/4/5 costs 5/7/10/15/20 points.
* **Eyesight Up:** Improves eyesight, ranging from levels 1-3. Exact benefits and effects are unclear. Levels 1/2/3 costs 3/7/10 points.
* **Hearing Up:** Improves hearing, ranging from levels 1-3. Exact benefits and effects are unclear. Levels 1/2/3 costs 3/7/10 points.
* **Smell Up:** Improves sense of smell, ranging from levels 1-3. Exact benefits and effects are unclear. Levels 1/2/3 costs 3/7/10 points.
* **Taste Up:** Improves taste, ranging from levels 1-3. Exact benefits and effects are unclear. Levels 1/2/3 costs 3/7/10 points.

## Spirit Abilities

Spirit Abilities which can be obtained either through the status board using points or by making a contract with a Great Spirit post-transfer.

*Main Page:* Spirit Abilities
* **Fire Spirit Ability:** Grants Spirit abilities of the fire element at the base level for 10 points, forgoing the need to form a contract with a Great Fire Spirit.
* **Water Spirit Ability:** Grants Spirit abilities of the water element at the base level for 10 points, forgoing the need to form a contract with a Great Water Spirit.
* **Earth Spirit Ability:** Grants Spirit abilities of the earth element at the base level for 10 points, forgoing the need to form a contract with a Great Earth Spirit.
* **Wind Spirit Ability:** Grants Spirit abilities of the wind element at the base level for 10 points, forgoing the need to form a contract with a Great Wind Spirit.
* **Light Spirit Ability:** Grants Spirit abilities of the light element at the base level for 10 points, forgoing the need to form a contract with a Great Light Spirit.
* **Dark Spirit Ability:** Grants Spirit abilities of the darkness element at the base level for 10 points, forgoing the need to form a contract with a Great Dark Spirit.
* **Chaos Spirit Magic:** Grants Chaotic Spirit abilities at their base level for 150 points. This option was only made available by the time of the Second Transfer Group.

## Magic

Magical abilities are extremely difficult or impossible to obtain outside of the White Room. They are offered to Chosen for a significant amount of points.

*Main Page:* Magic
### Healing Magic

Grants the ability to use healing magic, which provides no offensive capabilities. Most Chosen who took this option lost their lives.
Can be obtained for 50 points.
This ability was removed for the Second Transfer Group, likely due to the fatality rate of the First Transfer Group as well as the apparent redundancy of its abilities compared to Water Spirit abilities.

## Special Abilities

These are abilities that exist solely for the acquisition and use of Chosen coming to the parallel world and cannot be obtained at anytime other than pre-transfer. They're function ranges from passive to active, often bordering and sometimes even going beyond feats of which a normal person should be capable.

### Courage

Grants the mental fortitude to face any situation with no fear or hesitation. While it has proven useful to those who chose it prior to their transfer, its effects are so significant that it results in a drastic change in personality, making them unrecognizable to those who knew them before.
Can be obtained for 20 points.
### Super Concentration

Heightens one's concentration to the point that sleeping and eating are no longer concerns. Its effects are so powerful that a similar change undergoes those who take it, leaving them practically unrecognizable to those who knew them on Earth.
Can be obtained for 30 points.
### Detect Presence

Allows one to detect the presence of living creatures.
Can be obtained for 15 points.
### Night Vision

Let's someone see clearly even in areas with practically no light source.
Can be obtained for 15 points.
### Intuition

Causes the choice one makes to always result in something advantageous.
Can be obtained for 20 points.
### Breathless Activity

Increases base lung capacity and allows activity at full potential for 2 minutes without breathing. Can be increased to 15 minutes with training.
Can be obtained for 10 points.
### Wide Vision

Increases field of vision beyond what is physically possible.
Can be obtained for 10 points.
### Communication

Grants the ability to communicate with animals. While it sounds simplistic, this ability extends to monsters and even sentient creatures. The method of communication is something akin to telepathy, wherein the innermost thoughts of an individual are communicated. This side of the ability was largely unknown following the First Transfer Group's arrival due to so few people taking it.
Only with the Second Transfer Group was its true capabilities unveiled thanks to a popular Chosen using it openly.
The ability works from a distance, functioning as an early warning system for any hostile lifeforms near by. It is important to note that it is not just a constant flow of information. Only strong, intentional thoughts and feelings are clearly released as communication, whereas simpler and less intense emotions only come across as small intuitions.
Communication is very beneficial in cases of trying to tame animals, as it provides a direct line of exchange. It can also be used in a battle setting, wherein the movements of the opponent can be read before they happen, allowing for a pre-emptive response rather than a reaction.
Can be obtained for 30 points.
### Affection of Spirits

Causes one to be loved by all Spirits, which provides a number of advantages and disadvantages. The general effects are not entirely clear, but an improvement in overall Spirit abilities is likely one of them, along with the ability to hear the Voices of the Spirits and communicate with them.
Affection of Spirits confers the same status onto an individual as what the Natives refer to as a Loved One, which is a severe detriment to any Chosen with the condition. Loved One's cannot obtain Spirit abilities through a contract with a Great Spirit as they will end up being "eaten" instead. They must choose a Spirit ability while in the White Room or they will be nigh impossible to acquire.
Can be obtained for 30 points.
This ability was removed as an option for the Second Transfer Group, making it exclusive to the First Transfer Group.
### Charm

The initial description claims it confers one the capability to make the person you are interested in like you. In reality, the true scope of its effects are far beyond such meagre benefits. Charm grants the full control of others if used properly, extending even to the point of having others kill on command.
The ability has proven to be a difficult one to use, with many Chosen who took it dying on the first day. This however is more likely due to random transfer and the deadly nature of the world itself rather than poor utilization of the ability. There were also cases however, in which poor or far too apparent use of the ability led to their demise as well. Only a small number of Chosen with this ability have survived, most of which elected to live inconspicuous lives.
There is, however, a single example of a Chosen that showcases the full potential of Charm, having used it not only to manipulate a large number of people, but even reportedly to take over a country, though the true extent of their jurisdiction is unclear.
Can be obtained for 50 points.
Due to the unforseen and widespread effects of the use of this ability by Chosen from the First Transfer Group who took it, it was removed as an option for the Second Transfer Group.
### Parallel World Language

Grants the ability to speak, read, and write the language of region of the parallel world to which the user is transferred to.
The translation itself is a complex process, where the transferee hears everything in their native language and those they speak to hear them speaking whatever parallel world language they understand. Moreover, the translation carries through to terminology of the world as well, changing names of species to something more recognizable for the viewers and those transferred.
This ability is granted by the status board and can be turned on and off. One downside to this ability stemming from the status board is that if access to it were to be removed at any point by God as a point of progression, the ability to understand anyone in the parallel world would be completely lost.
This ability costs 0 points due to its indispensable nature to newly transferred Chosen.
For the First Transfer Group, if this ability was not taken, a bonus 20 points would be awarded. This was decreased to only 10 points for the Second Transfer Group.
### Parallel World Complete Translation

Provides the same benefits as Parallel World Language but for every part of the world rather than the initial region of transfer, allowing one to communicate with all natives equally.
The cost of this ability is 30 points due the increase scale of its effects and utility.
### Detect Spirit Energy

Grants the ability to detect the presence of Spirits, regardless of affinity.
Can be obtained for 15 points.
### Short Rest

Greatly reduces the amount of sleep needed to function to only 3 hours.
Can be obtained for 20 points.
### EXP Acquisition Up

Makes it easier to increase the tier of Spirit abilities.
Can be obtained for 30 points.
### Appraisal

Grants unlimited use of appraisal for both monsters and items.
Can be obtained for 50 points.