Skill List

# Common Skills

## Hundred Faces

Ultimately, even the greatest criminal is unable to completely avoid being seen. But what is seen doesn’t have to be the User’s true face. This Skill allows the User to adjust their entire body, within reason, to allow for some degree of anonymity. This will not, however, affect the user’s physical capabilities.

After countless situations where this Skill had been used to hide the User’s true feelings it evolved to act as a method to hide the user’s emotions as it does their true appearance. It is very capable of changing facial expressions to reflect false feelings, and these false feelings will also be what emotion-sensing Skills will see.

**Cost**: 50 mana per minute while adjusting, 15 mana per minute while cloaking emotions

## Stealth

Use magic to shield the user’s form from visual inspection, as well as muffling noise created by the user. Quality of shielding will increase at higher levels.

However, the User’s expertise increased the power of this Skill, allowing it to suppress the user’s smell and prevent the user from leaving physical traces while it is activated.

After countless battles where this Skill was used to stalk and eventually take down prey, be it animal, monster or human, it evolved to reflect the process of the hunt. While in stealth, the user may instill a sense of dread and foreboding in his intended victims with no clear source, ensuring they know there is something hunting them, and even create sounds and flashes of something in the dark at a distance to serve as a distraction.

**Cost**: 1 mana/sec, doubled while secondary power is in effect

## Piercing Strike

The User's weapon is covered with energy, increasing its ability to penetrate armor. This effect lasts for a single strike. Should the weapon in question be stuck within an opponent, the effect will last for 2 sec, allowing for removal of weapon or further cutting.

In addition, it may be used in ways beyond the original description, lingering on weapons after use, refining them, and being able to be combined with other Skills.

After countless battles where this Skill was used to pierce the very core of an enemy and slay them in a single, swift strike, it evolved into an even deadlier form. It may stab through space itself, any thrusting attack empowered with a beam of all-piercing energy at triple the mana cost. In addition, using this Skill will give the user insight into the location of his opponents’ vital organs.

Being at the pinnacle of its power, it will linger on any blade it is used upon, constantly providing it a degree of unnatural sharpness that can also cut immaterial things, which will only be further boosted if this Skill is used actively. Using this in conjunction with True Cut will reduce the cost of the other Skill.

**Cost**: 5-50 mana per strike, 40 mana per ranged attack

## Sundering Strike

The User’s next strike weakens the target's armor around the point of impact. This damage is permanent until it is fixed/healed. This effect can be stacked until the armor is destroyed.

This Skill can also be toggled to be almost undetectable, destroying any nerves or creature specific equivalent upon impact, or cause maximum pain by directly irritating whatever pain receptors a being might have.

After countless battles where this Skill was used to tear apart the user’s foes, shredding them on a fundamental level until their own movements tore them apart, it evolved to destroy them, rather than merely weakening them. For an additional 18 mana, this Skill will inject a weakening, magic based poison that rots an enemy’s flesh and corrodes their defenses until nothing but soup remains.

**Cost**: 12 mana per strike, 30 mana per poisoning Strike

## Power Strike

The User’s next blow will strike with as much force as though the user’s strength stat were 50%+2n% where n equals skill level.

This Skill may also be safely used on fists and legs and has a reduced backlash on the user’s body.

After countless battles where this Skill had been used to drive a piercing blade into an enemy’s flesh, it evolved to ignore the concept of an equal and opposite reaction, driving the cutting edge into the foe while pushing them with vastly reduced strength, massively improving armor penetration.

And now, it has reached the pinnacle of its power, infusing each and every attack with a permanent 20 % increase in impact power, regardless of whether or not this Skill was activated.

**Cost**: 12 mana per strike

## Sneak

This Skil grants its user basic knowledge of how to move stealthily, from avoiding making noise to reducing visibility. Higher levels of this Skill will allow the user to have an overall lessened impact on the world at large, to the point of near-complete invisibility.

This Skill also has an active mode in which the User actively spends mana to reduce their impact on the world.

After countless situations where it was used to hide in plain sight to avoid public attention, this [Skill] has evolved to create a permanent (toggleable) effect that makes supernatural or attention-grabbing displays by the user less obvious. (This effect is powered by ambient mana, a lack of such will require the user to power it themselves)

And now, it has reached the pinnacle of its power, allowing the user to grow progressively harder to see the longer they go without rapid movements, to the point where it will take several seconds to spot them even when using obvious and highly visible long-range attacks.

**Cost**:  10 mana per minute

## Blades

Grants user basic knowledge of using knives, including throwing and non-combat applications.

In addition, the user may repair any bladed weapons in their possession through the application of mana. Any such weapons are also more durable in the user’s hands and if they are not a traditional knife, they will slowly adjust their form to suit such a tool.

After countless battles where the user obliterated his foes by making extensive use of [Aspects] and using a soul-bound blade able to gain new abilities, it has gained the ability to infuse the weapon, Old Reliable, with the power of said [Aspects] to give it new forms.

## Far Strike

Upon the User’s next melee attack with a bladed weapon, the blade will extend by 2+0.5n meters where n equals skill level.

In addition, the User may now imbue his weapons with ten mana to create a range enhancing aura for a full minute. This extra reach is 0.5 meters, gaining an additional 0.1n meters, with n being every Level in this Skill over 10.

After countless battles where the user has used this Skill to destroy foes that thought they were safe due to being out of range, this Skill has evolved to grant him even a greater reach. The user may now input more mana at will, with the range doubling with every additional 20 points of mana invested.

Caution: Extremely long blades may give way if engaged along their entire length, this may be mitigated by applying a second Skill to strengthen it (eligible Skills: Piercing Strike, Power Strike).

And now, it has reached the pinnacle of its power, being able to be projected past solid objects, even bypassing non-magical armor, should there be sufficient space available behind said armor.

**Cost**: 20 mana minimum, no maximum mana investment

## Manifold Strike

The user may combine any number of [-Strike] type Skills into a single attack, so long as there is one Skill with a minimum Level of X available for each Skill used below that Level.

In addition, the overall potency of the Skills used increases by 10 %.

After countless situations where this Skill has been used to deal devastating damage using the right combination of lesser Strikes, especially when combined with a second Skill that allows for multiple uses of the same strike, it has evolved to be even more powerful than the sum of its parts. Now, when staking multiple instances of this Skill using Legendary Blow, one may choose which Strike to use how often, modifying proportions as needed to create a truly optimal attack with no mana going to waste.

In addition, the complimentary Skill of Legendary Blow has been enhanced to allow for an additional instance to be applied, for a total maximum of seven possible stacks.

And now, it has reached the pinnacle of its power, passively infusing all Strike-type Skills with the properties of all other Strike-type Skills at no additional cost, unless this is deliberately deactivated.

**Cost:** Combined cost of individual Skills \* 1.20^used Skills

## Inspect

This [Skill] allows the user to look at another’s System given powers, including things such as [Class], Stat distribution and Skills.

This [Skill] is free and can be toggled on and off at will, though attempting to see through any kind of privacy [Skill] requires the user to spend 5 mana on each attempt.

The effectiveness of this [Skill] increases with Perception and Level superiority.

## Privacy

This [Skill] is used to protect the user’s privacy by blocking hostile use of the Inspect [Skill].

It will block any Inspect [Skill] of the same Level unless there is a massive disparity in Level or relevant stats, as well as almost all upgrades of said [Skill] unless they are a significantly higher rarity.

The power of this [Skill] increases with the user’s Level, as well as this [Skill]’s Level and the user’s Fortitude Stat.

# Uncommon Skills

## Sweeping Strike

Upon the users next attack, 5 blades of 3+.3n meters in length, where n equals skill level, will extend from the blade, allowing the User to strike at a large area. Spread of blades must be specified by user, maximum spread is 45°. Length of blades may be reduced to reduce mana cost.

The user may also now choose how the blades are spread, it is not necessary for them to be evenly spaced.

**Cost**: 30 mana + 5 mana/meter

# Rare Skills

## Equipment of the Soul

In the modern world, sometimes, all that stands between you and your death is a simple piece of technology. An airlock, an engine, a compass, a parachute or perhaps a piece of protective equipment. But regardless of how much you care about your gear, it will always be your gear, separate from you. It can be lost, it can be destroyed, it will likely not last as long as you will.

This Skill can only be applied to a piece of equipment that you have had for several years, hold deep in your heart, and have cared for as if it were one of your children. If you have something that fulfils these criteria, it can be turned into the Equipment of your soul. Once upgraded by this Skill, the chosen equipment grows vastly more durable, gains a self repair function, its size can be altered, it can be comfortably worn in all natural and most unnatural environments and can be strengthened with mana to grow even more useful.

**Cost**: 10 point reduction in the Magic Regeneration Stat, Repair for 5 mana per second, Enlarge for 20 mana per five seconds, Mana Infusion for 5-50 every ten seconds

# Epic Skills

## The Chosen Weapon

There are many things that determine the power of a warrior. Training. Physical Prowess. Skill. Raw Talent.

But there is one more thing. A weapon. Having the right one to carry into battle can be the difference between life and death.

And that is what this Skill is all about. The user may choose a single weapon and make it soulbound. This weapon then becomes a part of them, inextricably and eternally bound together, able to be summoned at will, and will never harm its user.

As this Skill’s Level grows, new forms and abilities will be gained.

In addition, consecrating this weapon in the blood of legendary foes will grant it new strength and powers.

The chosen Weapon has its own mana pool to use its own Skills, separate from the user’s, drawing power from the environment. However, the user may also choose to divert their mana regeneration to refill this pool once their own is full. It starts out with a pool of 100, then increases by 10 with every Level the user has.

Based on the user’s Level in the Blade Skill, The Chosen Weapon (Old Reliable), gains a new ability for every Aspect the user holds.

This weapon may now absorb *nine* (four remaining) additional weapons to be used as an alternate form for The Chosen Weapon. Weapons may also be removed at a cost of 1,000 mana, once per year.

The Chosen Weapon will never cease being useful to its wielder, never stop growing despite the Skill being maxed out, sharpness and durability endlessly increasing as the user levels.

## Phantom Step

A single step is the beginning of a journey of a thousand miles. And if this [Skill]’s Level is high enough, then a single step can be a journey of a thousand miles.

You are a phantom in the dark, an unseen shadow that streaks past in the night.

With this [Skill], the User can make a single step take them far greater distances than it would normally ever be able to. As a stealth [Skill], it is vastly more efficient when used unobserved.

This [Skill] may now also be used simultaneously with either [Spectral Shift] or [Stealth].

**Cost**: 15 mana to initiate, 2 mana per three meters of unobserved travel, 4 mana per meter of observed travel, with a maximum range of 10 m +2 m per Skill Level

## Hunter’s Gaze

There are many possible upgrades to the basic Inspect [Skill]. Some allow for improved examination of details, others are far better at piercing information protection [Skills].

This one is different. It loses any ability to gaze past defenses for raw details unless the defenses are very weak, but gains an incredible power at getting rough information on the user’s foes.

Barring an incredible Level disparity, the user will be able to sense whether someone’s Stats are higher, lower or comparable to the User’s, how many [Aspects] they have and what their overall affinities are.

But by using the information gained via this [Skill], an Undying Wraith will be able to deduce anything Inspect could grant, and more.

In addition, this [Skill] allows the user to see mana and sense the purpose of [Skills] being used in front of him.

After countless fights where this [Skill] has been used to seek out every secret an enemy held, it has evolved to see absolutely everything an enemy might try to hide, instantly recognizing passive [Skills], all manner of active abilities and slotting them into a newly gained mental library and highlighting any past experiences with similar [Skills]. Lastly, it gains vastly enhanced Privacy penetration abilities and further grows as the user’s Perception increases.

And now, it has reached the pinnacle of its power, able to read the past Skill use of those that would oppose the person wielding the Hunter’s Gaze.

The more powerful a Skill, the greater and longer lasting an imprint it leaves in its user’s spiritual body. And the more recently it was used, the stronger and clearer said imprint was. Should a foe have used all their Skills recently, this can be read like a book, figuring out the entirety of their Skillset at a glance.

And even should that not be the case, this Skill will still be useful as it provides a vastly improved ability to understand an enemy’s powers and abilities, eventually allowing them to be beaten or countered with contemptuous ease.

## Unknown Fear

There are many things that people are afraid of. Mostly, those things are definable, specific things. But there is another kind, the fear of the unknown.

With this Skill, the user becomes the embodiment of this fear. An unknowable entity, become fear itself.

It will block out any same Level and rarity Inspection Skills as a matter of course and is boosted by any stealth Skill, gaining strength as if it were one Level higher for every two Levels in a stealth Skill. Further power is gained based on Agility.

In addition, this Skill may now be used to project a false status when Inspect style Skills are used. However, the user of Unknown Fear does not have true control over what the other person sees, they can only switch between showing them whatever they hope to see, something menacing, or merely a blank façade.

After countless fights where this Skill has been used to hide its user’s true nature from warriors and kings, knaves and stalwart defenders of justice, it has evolved to hide even its own attributes. Initially, Unknown Fear merely showed the vast, unknowable abyss to those who dared to Inspect its user, yet that, in itself, could identify them. This kind of all-encompassing darkness is by no means unique to Unknown Fear, but it is hardly a common impression to receive from a failed Inspect.

Now, however, whenever the user chooses to take on a different persona, the feedback likewise subtly shifts to the point where it cannot be connected to them. In addition, it will always take on the same feedback type when the same persona is taken up.

And now, it has reached the pinnacle of its power, cloaking the user in the darkest of shadows, even under the brightest of lights.

When the user is attempting to showcase another persona, pretending to be another, this Skill will actively aid this, impeding the others’ ability to connect both personas.

The human mind picks out specific physical details to lock onto for the purpose of identifying individuals, such as unusual height, shockingly bright hair or clothing, or missing limbs.

However, this Skill will make details shared across personas less visible while highlighting ones unique to a persona.

## Tools of Terror

An Undying Wraith is never unarmed, eternally equipped with the tools of his slain foes. This [Skill] allows the user to draw upon the natural weapons once possessed by any creature whose [Aspect] he holds.

**Cost**: 10 mana per weapon minimum, up to 50 mana for large weapons, 1 mana every second to sustain it

## Undying Focus

No matter what kinds of damage an Undying Wraith suffers, no matter how badly they are injured, one thing will always remain. Their undying willpower.

This [Skill] grants the user the ability to directly alter their perception of pain, including completely shutting it off.

WARNING! Completely removing one’s sense of pain may lead to injuries going unnoticed!

In addition, it prevents tunnel vision, therefore allowing the user to keep track of their goal without overlooking anything in the process and even block out mental attacks.

Lastly, Undying Focus allows healing and regeneration [Skills] to heal brain damage and even restore damaged memories without requiring specialized [Skills] on the part of the healing individual.

Furthermore, this [Skill] boosts the user’s resistance to hostile aura effects.

After countless battles where this [Skill] has been used to ignore even horrific injuries and terrible pain, it has evolved to allow the user to remove health seeping and other negative status effects through sheer force of will.

## Bestial Regeneration

No matter how good a fighter is, injuries are inevitable, given enough time. Therefore, this Skill is as invaluable as it is indisputable that it will find a use.

It allows the user to store excess mana generated by Magic Regeneration for the sole purpose of fueling the user’s regeneration Skills. This pool will be used to automatically heal any injuries sustained unless this Skill is explicitly suppressed and will be used up before any regeneration Skills draw on the user’s mana pool.

This pool’s size is Skill Level\*50.

In addition, it may be set to prioritize specific organs and body parts over others.

After countless fights where this Skill has been used to keep its wielder alive through horrific injuries, it has evolved to provide a speed to boost to all of the user’s self-healing powers, with the mana cost increasing proportionally to the boost, with a maximum increase of one hundred percent.

And now, it has reached the pinnacle of its power, empowering the user’s recovery to insane heights. Whenever a certain body part of the user hasn’t been injured for a significant amount of time, regeneration of that body part can be increased by up to 1,000% (after a week), with this boost halving every time it is used. The mana cost for empowered regeneration is increased by half as much as the regeneration itself.

## Fleeting Presence

There one moment, gone the next. Completely gone.

This [Skill] tells the User how to erase all traces of their presence, such as footprints, avoid breaking branches and trampling shrubs.

However, it also stops the User from shedding all the usual traces that all humans leave behind, such as skin and hair cell.

It also prevents the oils found on human fingers from leaving behind fingerprints, though it will not prevent fingerprints from appearing if the User were to touch a material that is easily imprinted upon, such as soft wax, putty or a heavy layer of dust, instead disturbing the material until the fingerprint is no longer visible, but that by itself could be spotted.

Likewise, nothing will transfer from the User’s clothes or shoes to any surfaces, and footprints will be removed, but the signs that something was removed might still be visible.

## Crippling Blow

Striking down a target with a single attack is the sign of a truly excellent Assassin or other stealth based combat [Class].

But sometimes, that simply isn’t possible. A foe is too large, too good at regenerating, or simply has more than one point that needs to be targeted in order to kill it. And that’s where this Skill comes in.

Activating this Skill will cripple any mechanism, biological, mechanical or magical, that the user touches and can be projected through armor or hide at a length of up to 5 cm, increasing by 1 cm per Skill Level. This requires the user to focus on the specific thing they want to disrupt (i.e. sensory organs to impede perception, limbs to slow down movement, natural weapons to reduce offensive power, etc.). By default, this Skill is very painful, but that can be increased to near-crippling levels for a slight increase in cost.

**Cost**: 20 mana per use minimum, can be increased up to 150 to affect powerful enemies or tough body parts.

## Inherited Blade Mastery

All throughout history, countless people have staked their lives onto these pieces of metal, living and dying by the blade. Some may have wielded it in anger without any training at all, other spent their entire lives honing their craft without ever having to raise their weapons in a real fight even once.

And from one of these people, you have learned the art of the blade, granting you the ability to wield all edged weapons at a decent level of skill even if you never held this particular weapon before, gain a vastly enhanced learning rate when using edged weapons and an easier application of knowledge to entirely new kinds of edged weapons.

When you hold a sword in your hand, none shall stand before you.

# Legendary Skills

## Form of Horror

There are many sides to the Undying Wraith. The impression they broadcast out into the world and show others, the hole in the world no one will ever perceive before it devours them, and lastly, the face someone only sees in the moment of their death.

The form granted by this Skill. A monstrous alternate body based on the user’s Aspects.

Current Aspects: Aspect of the Poltergeist, Aspect of the Greater Hydra, Aspect of the Megalodon, Aspect of the Fata Morgana, Aspect of the Blade Tempest, Aspect of the Acid Drake

If the user also has the Skill The Chosen Weapon, this weapon will be incorporated into the user’s new form.

Furthermore, while in this form the user’s Strength and Fortitude are increased by 65 % while Agility and Perception are increased by 100 %. Magic Power and Magic Regeneration will remain unchanged.

This Skill can only be activated once every hour and lasts for 300 seconds. It also requires 1,000 mana to use, which it siphons off from the user’s mana regeneration so long as the mana pool is full.

After countless battles where the user has used this Skill to annihilate foes that should have been well beyond his capabilities, it has been increased to a level of power worthy of its own legend. The user may now transform into any non-Boss creature whose Aspect he holds and has a Level that does not exceed his by more than 10 (more powerful creatures may suffer from a shortened duration). In addition, the user may manifest body parts of the monsters for a cost dependent on the specific body part copied on their normal body.

And now, it has reached the pinnacle of its power. The number of customizable forms is increased to 7, which can be freely created/altered while this Skill is inactive. These Forms can draw upon the forms of any monster whose Aspect the user has slotted. The Stat boosts provided by this Skill are increased. Furthermore, the user may freely switch between any of his one standard and seven custom forms while this [Skill] is active. Injuries will transfer between forms, but use of unique biological resources (quills, venoms, acid spray, etc.) will remain limited to the form that utilizes said resources.

Current Forms:

Aspect Amalgam

King of the Sea

Ruler of the Airspace

Perfect Amalgam

Empty

Empty

Empty

## Absolute Blade Mastery

All throughout history, countless people have staked their lives onto these pieces of metal, living and dying by the blade. Some may have wielded it in anger without any training at all, other spent their entire lives honing their craft without ever having to raise their weapons in a real fight even once.

Yet none of them have ever reached this stage, because they couldn’t. Normally, there is always more to learn. At some point, you will solidly run into the issue of diminishing returns, but your path will never truly end.

And then, there’s this Skill. Might not grant absolute skill with the blade, but it allows the user to truly master it in all of its forms, in two different ways.

Firstly, now any and all skill and experience with any blade carry over to any and all other blades. Never, ever, under any circumstances, will a tiny difference in balance, length or weight screw you up, never again. You can pick up an entirely new type of sword that you’ve never even conceived of, as long as you are a master of some manner of sword, you will also be a master of this one.

Secondly, never again will you cut something you did not mean to cut. You have absolute control over your weapons, you could shave a furious cat actively trying to murder you with a gauntlet sword without ever even so much as inflicting a single scratch, this is the level of fine control you hold now that you have this Skill. Hell, you could wave a chainsaw around in a crowded disco and unless you want to hurt people or destroy objects, the only issue would be the noise.

Lastly, this truly legendary level of skill with the blade can now be shared with others. The secondary effects of this Skill will not be imparted, but proper use of the blade can turn even a blunt pair of scissors into a lethal weapon, and this is what your students will learn.

## Compounded Impact

When striking at the same place, over and over again, each blow will cut deeper than the last.

With this Skill, a bond will be created between the user’s blade and an opponent, every additional strike hitting harder and harder, drawing an ever increasing amount of mana until even a casual tap contains the force to shred mountains. (Combo resets after 5 seconds of no successful hits)

For an additional cost of 10 mana upfront, the first strike can be enhanced to count as the fifth hit in the series.

**Cost**: 1 mana, doubles every use, resets after 3 seconds

## I Am The Sword

In the right hands, a sword can be a devastating weapon. But sometimes, the hands themselves can be a weapon far more dangerous than any mere hunk of metal.

And with this Skill, both are the case. For 0.1 seconds, increasing by 0.01 seconds per Level, the user’s form will become indestructible, immoveable, and inviolable while their momentum will be maintained for that period, tearing through or pushing aside anything in their path while this Skill is active. In addition, the user’s static body acts as a blade, far more likely to cut through instead of push away the target, and Skills that require a blade can be used upon it.

This Skill can only be activated every 60 min and cost requires 750 mana to use, which it siphons off from the user’s mana regeneration so long as the user’s mana pool is full.

After countless fights where the user has torn through the most vulnerable points of powerful monsters, this Skill has evolved to deal devastating damage to even the gods of destruction that are the Raid and World Bosses.

Upon striking an enemy, the user of this Skill may choose to either enhance penetrative power to go through armor even when the laws of physics dictate that this shouldn’t be possible or reduce it so that even a relatively fragile enemy can be sent flying.

Furthermore, the damage inflicted by this Skill will increase in different ways depending on the mode used. Maximum penetration will cause the user to disrupt the flesh around themselves as they move through a foe while going for an impact-based attack will send powerful shockwaves into the enemy’s insides, inflicting internal damage without requiring an armor breach.

Cost: Major Stamina Drain, 1,000 banked mana

## True Cut

What can be cut? Paper? Flesh? Bone? Rock? Metal? Air? At what point is something too hard to cut, and can you even cut liquids or gasses? What about things with no physical form to cut?

Well, with this Skill, the answer is that *everything* can be cut, no matter how hard, no matter how immaterial, no matter how conceptual it may be.

Defenses sundered with a swipe as a magical shield is destroyed in a single swipe or the very concept of armor ceases to function for the brief instant it takes for the target to lose its head.

However, not all uses of this Skill are as grand as that. At its most basic, True Cut can be used directly on the effects of another Skill and cut it, disabling it for a period dependent on the amount of mana invested.

In addition, the Skill “Implements of True Death” can be applied to reinforce True Cut, doubling its mana cost. This will increase the duration of the damage caused by True Cut and make it harder to re-establish destroyed effects.

IMPORTANT: Concepts cannot be destroyed, only damaged, and will return rapidly, possibly instantaneously, and can only be affected in a small area.

WARNING: The cost of this Skill depends on the target and may exceed the user’s mana pool by a significant degree, attempting to overdraw the mana pool will lead to the user’s death.

Cost: variable, depending on type

## Grave of Swords

A vast field, countless blades thrust into the dirt, each one representing a warrior who fell in battle within this space

This is the Grave of Swords, each one containing the power and knowledge of a specific foe, so the user may fight them over and over again, or be used as fuel to enhance this space.

Upon activation of this ability, both the user and one target will be transported to another plane (current size: circle with a 50 meter diameter) for a one minute per Level in this Skill. The target must be either in contact with user or the user’s soulbound weapon when this Skill is activated for it to take effect, though.

The Skill ends if one combatant dies, it hits its time limit, or is deactivated by the user, any leftover mana will be refunded and placed in the Skill’s pool.

When an enemy dies within this Skill, a new blade is thrust into these hallowed grounds, containing a record of the fight, the fallen, and a measure of its power. With it, the user may choose to fight against the old foe once more for training purposes, experimenting with new tactics and moves without danger.

However, the weapons store the remnant life force of the monster, which can be used as additional fuel for this Skill as its cost increases with the strength of the other participant (+5 mana per opponent Level over the user’s, +50 for each Tier barrier between the user’s Level and the monster’s, overall cost doubled for Bosses, tripled for Raid Bosses and quintupled for World Bosses)

This Skill can only be activated every 5 hours, cost requires 1,500 mana to use, which it either siphons off from the user’s mana regeneration so long as the user’s mana pool is full or draws from the swords themselves. Cooldown can be bypassed by paying double the normal activation cost from the stored blades.

**Cost**: 1,500 banked mana base cost for combat purposed, cost increases with target’s power, increase must be paid from stored blades or the user’s mana pool

## Armory of Ancient Times

They had some good stuff back in the time of legends, didn’t they? Legendary swords, cloaks of invisibility, rings, and belts that granted the strength of ten men … all that good stuff. But we don’t have that stuff anymore, they were either lost to history or they never existed in the first place. But with this Skill, it doesn’t really matter which of those is true, because Hildebrand’s Heir is able to summon anything he wants, so long as Hildebrand once held it, such as his sword Balmung, once wielded by Siegfried.

You may summon multiple weapons (or objects) at a time, and doing so will reserve 100 points of your mana to maintain it unless you can find alternative ways of sustaining it for the first, with the cost doubling with every additional summon.

As you learn more about Hildebrand’s legend, you’ll learn more about what you can summon.

After having one of this Skill’s ancient weapons summoned nigh-permanently, it has evolved so that the user may also permanently summon a single object by paying 2,000 mana upfront. This object will remain without requiring upkeep until it is either broken or dismissed.

Currently available gear: Balmung, Nagelring, Eckesachs, Mimung, assorted mundane gear, Laurin’s Ring, Hildegrim …

## Legacy of a True Warrior

Once upon a time, there was a man. A warrior, teacher to a legendary king, and his companion in all his adventures. And now, you hold that man’s legacy. His knowledge, his skills, his experience in combat both figurative and literal. Not only that, but all of that experience has been improved by the knowledge of how to apply it to a world with the [System].

But even though Hildebrand’s personal achievements are hardly small, they pale in comparison to what his student achieved. As such, the core of this inheritance is all about training others.

Anyone you train will pick up all lessons at a vastly accelerated pace, a pace that will increase even further if the training is related to knightly endeavors, such as horse riding, medieval politics, or combat with traditional weapons (sword/axe/bow/spear).

But that is only the beginning of what you are now capable of. You may now impart the following Skills onto your students (these are weaker versions of your Class Skills, they can only be taught if you have the Skill yourself):

-Knightly Discipline (downgrade from Knightly Leader, enhances group coordination)

-Epic Blow (downgrade from Legendary Blow, allows the stacking of multiple identical Strike/Shot/Blows)

-Phantom Armor (downgrade from Fully Geared, allows for the storage of a single set of armor in an extradimensional space)

-Veteran’s Knowledge (downgrade from Expert’s Insight, grants overall knowledge and the occasional flash of insight)

You may only teach 5 Skills per week, the number increases by one per Level in Legacy of a True Warrior.

Skills taught this week /17155

However, there is one more way the Heir of Master Hildebrand can teach people. After reaching Level 10 in this Skill, the Heir may teach groups of up to five people at a time. This will only grant a rare Skill, rather than an epic one, but only use up a single timeslot. Using a few hours of one-on-one training and 80% of a slot, the Skill can be upgraded to its full power.

In addition, this Skill allows the Heir to seamlessly interface with training Skills used by coworkers.

After countless fights where the user has turned a disparate collection of individuals into capable warriors, forging them into warriors capable of slaying Demon Lords and even Dragons, this Skill has evolved to create an army of *legends*.

Any individual who walks the same path as the Heir and works with them to achieve their end goals will passively be taught the Skills that Legacy of a True Warrior can grant and these Skills will rapidly level (up to the Heir’s Level in the specific Skill) as long as they continue to support the Heir in their endeavors.

And now, it has reached the pinnacle of its power, granting its user the ability to teach all basic Strike, Blow, Shot, Armor, and military discipline Skills to their trainees. The cost of teaching these [Skills] is one-fifth of the normal cost.

In addition, the user will have access to these Skills at Level thirty but lack threshold bonuses.

In addition, once per week, the user may temporarily enhance all of their subordinates’ Skills of the above types to the next threshold. This boost will last for six hours.

## **Legendary Blow**

A single blow to shatter mountains, raze city walls, or split the sea, these are the things stories are written about and when someone uses this Skill, there is a good chance that too will end up being turned into a story.

When Legendary Blow is activated, the user may use any of their Strike/Blow/Shot Skills up to eight (nine due to Manifold Strike Evolution) times to enhance a single attack, massively increasing its power.

With every Level in this Skill, the cost of component Skills is reduced by 5 %, up to 25%, Levels past that merely boost the already ludicrous levels of power this Skill harbors into the stratosphere.

After countless fights where the user has crushed their enemies using devastating attacks at the cost of most of their mana, this Skill has evolved to allow them to remain combat-ready afterwards.

When Legendary Blow is used to deal the finishing blow and the user still considers themselves to be in combat, the sword is sheathed in another energy field that provides half the enhancement of the death blow that will remain until it is used or dismissed.

## Fully Geared

The historical definition of a knight is a lesser nobleman who maintains his own set of heavy armor and a warhorse. Therefore, a knight without his armor is no knight at all. And as sturdy as armor is, it can break, get stolen, or simply fall apart if it gets too old.

If you want your armor to survive for more than a couple of fights, this Skill is essential. It allows the user to store six full outfits in an extradimensional storage and dress themselves with a mere thought. Armor and clothing is cleaned upon being stored and damage is repaired so long as the required materials needed to replace removed parts are provided.

Equipped armor can be reinforced using mana.

In addition, armor equipped with this Skill becomes slightly tougher than it usually would be.

After countless fights where the user has thrown this armor into the path of devastating attacks, last-second switches ruining both a foe’s plans and the armor itself, this Skill has evolved to allow the user to constantly swap out not just his armor, but individual armor pieces, continuously altering their equipped armor as is needed, restoring damaged equipment by cannibalizing other sets. All pieces can be returned to their original armor at will, albeit while retaining damage taken.

Cost: 10 mana to store/equip/switch outfits, 5 mana per second to repair clothing, 50 mana per minute to reinforce armor

## Divine Fire

Fire. What can it be? Pretty much anything, as long as you’re not risk-averse when it comes to getting it.

That is where the issue lies. Getting it. Of the countless mystic and mundane flames there are, one can only gain a few if one takes the normal path, that is.

Stealing them … ain’t normal. But it is possible. It is audacious, ludicrous, but possible. And fully in line with the Promethean spirit.

This Skill grants the user the ability to conjure and control mundane flames. Initially.

The real power of the Divine Fire is its ability to absorb and assimilate all other fire, both magical and not. The user becomes immune to all fires they have absorbed (and can extend this protection to objects on their person) and are able to then wield it with the same power and ease as the original fire.

Once conjured, flames fueled by the user’s mana directly can be controlled for free while secondary fires spawned by the initial flame can be directed by spending a negligible amount of mana. All flames can be extinguished for free, be they conjured directly or merely ignited by conjured flames.

All assimilated flames can be used individually or combined to form greater forms of fire, whose patterns can be stored for later use.

The user also grows partially immune to unknown fires based on their similarity to already assimilated flames.

After countless fights where the user has assimilated an enemy’s fires and promptly tore their user to shreds, this Skill has evolved to subsume hostile flames once the user has absorbed a sample not just of the correct type, but the very same flames they’re currently being attacked with. These flames can then be manipulated freely, drawing mana from the controlled fire and progressively extinguishing it in the process.

Cost Patterns: Creation cost per second/control cost per second

Standard Flame (7/1)

Absorbed Flames:

Samadhi Fire (2,000/500)

Dragon’s Breath (50/1-10)

Grand Hellflame (50/1-10)

Campfire (3/1)

Burning Magnesium (14/1-3)

Napalm (5/1)

Stellar Corona (40/2-4)

…

(see full list (1.998)?)

Combined Flames:

Prometheus’ Wrath (2,500/200-1,000)

Drachenbrodem (250/100-150)

True Starflame (200/25-50)

Combined Elemental Phoenix Disintegration (100/10-15)

…

(see full list (336)?)

## Champion of Mankind

Humans are rather weak, aren’t they? Small and fragile despite how much of the planet they’ve conquered, what great things they’ve made, an individual human is still not all that powerful.

Which is why they sometimes need a helping hand. Someone who might give advice, stop powerful foes, or maybe just *steal fire from the gods themselves*.

This is the Champion of Mankind, humanity’s shield, and the vanguard of their march into a brighter future.

This is a Skill that grants the wielder the power to protect others, adjusted for the situation.

There are three forms this boost can take:

The Leader:

The Leader is the true power behind an army. When the Champion takes command, that fact becomes abundantly clear.

All troops (up to Skill Level times a thousand) under the Leader’s command gain a thirty percent boost to their physical Stats, are automatically empowered by [Veteran’s Knowledge], and gain access to the basic Skills of all standard combat Classes, such as Strikes, Blows, Shots, Healing Skills, and simple Spells.

Furthermore, the Leader temporarily gains a seventy percent boost to their physical Stats, as well as the Skills [Threefold Thoughtstreams], [Simulate Maneuvers], and [Battlefield Map].

The Leader lasts for 1 hour and has a cooldown of ten hours.

The Thinker:

The Thinker is the physically weakest of the Champions, yet also the most impactful, especially in situations where physical force is not the correct answer.

The Thinker gains access to any five regular Skills from scientific/knowledge-based Classes up to and including rare rarity and the third Evolution.

In addition, he gains access to the Skills [Parallel Thoughts] (each thoughtstream costs 1 mana per second from the Skill’s pool), [Simulation] (each simulated second costs 2 mana), and [Mental Celerity].

Lastly, the Thinker can feed Spells using the Skill’s mana at an exchange rate of 2:1.

The Thinker lasts as long as the Skill’s mana lasts (natural drain of 1 mana per second) and imparts a cooldown of one day.

The Vanguard:

The Vanguard is the simplest form of the Champion, but by no means weak. In fact, when it comes to raw combat power, it is utterly unsurpassed. When in Vanguard form, the user’s physical Stats double, they gain a nigh-unbreakable set of armor custom-designed to match their fighting style.

Furthermore, the Vanguard can, at will, draw in all ranged attacks made against nearby allies and even incite enemies to go after them instead.

Lastly, the Vanguard gains temporary access to the [Indomitable Shield], [Unstoppable Momentum] and [Unbreakable Charge] Skills.

The Vanguard lasts for five minutes and has a cooldown of four hours.

The Cleansing Flame:

The Cleansing Flame is exactly what the name implies. The user is wreathed in armor made from the flame they themselves created, known as Prometheus’ Wrath.

Anything up to fifty meters away can be affected by the fire and heat, though the power decreases as the distance increased, and the user can freely exclude the environment and living beings from this damage.

The user also gains a seventy-five percent boost to all physical Stats.

Finally, the user may add the healing aspect of Phoenix fire to their armor, healing select living beings.

The Cleansing Flame lasts for five minutes and has a cooldown of six hours.

\*\*\*

In addition, the user may switch between forms once after activating this Skill. The cooldown of Champion of Mankind will be increased to three days regardless of which forms are used, and the remaining usage time is dependent on the amount of mana remaining, halved.

Cost: 6,000 mana stored in a separate Pool

WARNING! This is a Skill meant to protect humanity and will fail when used in the service of ushering in its downfall.

## The Meaning of the Name

Two Titans.

Prometheus, the forethoughtful, and his brother, Epimetheus, whose name means afterthought.

One who is intelligent avoids mistakes and traps before running straight into them. One whose hindsight might let him avoid making the same mistake twice, but by that point, the damage will already have been done. It should be clear which is the better thing to have.

This Skill grants its user the power held by the Titan that his Class is named after.

Preternatural, nigh-absolute foresight, gained by boosting the user’s pattern recognition ability, mental celerity and temporarily granting them the ability to store all that information.

This process can be done subconsciously for short-term predictions, such as in combat, but anything longer term will both be more expensive and require active attention.

The efficacy of this Skill increases with the amount of information the user has access to and may produce incorrect results if working off incorrect or incomplete data.

While this Skill does check the veracity of the user-provided info by checking it against all other available information, that is of limited use and may slow down the workings of this Skill if prioritized after the foresight itself or be of extremely limited usefulness if the predictions themselves are prioritized.

Cost: 20 mana per second for short-term predictions (combat), 50 mana per second for long-term predictions

If you also have Lessons of History, these Skills will work in concert to provide superior results for both, and it will run subconsciously beside its sibling Skill.

## Lessons of History

Those who don’t study history might be doomed to repeat it, but those who do study history will most likely end up watching someone else repeat it. Sucks, doesn’t it?

History is filled with great examples, both ones to live up to and ones to avoid living down to.

This is a Skill to help turn those lessons into plans of action. It allows the user to uncover things about the past by supporting the discovery of new information based on mere context clues and will then check the veracity of this information.

Once such information about the past is in your hands, the Skill will point to the core lessons to learn from the past and allow these lessons to be communicated clearly and unmistakeably to others.

If you also have The Meaning of the Name, these Skills will work in concert to provide superior results for both and it will run subconsciously beside its sibling Skill.

In addition, the user gains a mental archive of all information gathered by this Skill. This information takes a few seconds to access if it has been forgotten by the user’s main memory, however.

## Blessing of Innovation

A lion has teeth that can shatter bones, claws that rend flesh like tissue paper, and the strength to bring down all but the largest of animals in its habitat.

A human has … what exactly? Sweating that allows for long pursuits and bipedal locomotion that allows them to carry stuff in their hands?

Yet it’s man who hunts lions, not the other way around. In fact, Africa’s lions are so badly traumatized that they are terrified of humans and will run from any they see if they can. So why is that the way of the world? Well, as a kindergartener would put it: “lions are stupid”.

The Blessing of Innovation boosts the recipient’s ability to figure out new things, to create new inventions to benefit the world as a whole, to make their mark on civilization itself, for one hour.

(the recipient can be any willing sapient being within 10 meters of the user at the moment of activation or the user themselves)

While active, the recipient may temporarily selectively “forget” certain parts of their knowledge base or randomly remove certain preconceived notions to see their work from different eyes. (All memories and the old mental state will be restored at the end of the Skill’s effect. This can also be done at will and the possibility of restoration cannot be forgotten.)

Furthermore, the recipient may choose to divorce their knowledge from its respective sources, leaving them with nothing but objective facts for the duration of the effect.

Lastly, the user may draw on the knowledge of lesser science and research Classes, borrowing up to three Skills at a time, up to a rarity of rare, and up to the second Evolution.

The Blessing of Innovation can be used once per day to start with and gains an additional maximum charge every five Levels in this Skill. Charges refresh at midnight and do carry over for up to a month.

And now, this Skill has gained the capacity to understand truths that man is not meant to know, and as long as Undying Focus is supporting the user during the learning process, this information cannot hurt them.

After countless occasions where the user has granted others the power of infinite possibilities and indirectly given rise to incredible achievements, this Skill has evolved to vastly increase the chance of world-shaking advancements being made.

The user of this Skill will be able to judge the likelihood of the recipient being able to make significant advancements upon receiving the blessing, and any recipient (including the user) will be shown the best Skills to borrow to achieve the intended goal.

## Titanic Presence

There are certain people who have a certain, well, presence around them. Raw charisma, sexual magnetism, a repulsive stench, it depends on the person, really. Draw the eyes, or make people hurriedly avert their gazes, both are a kind of impact.

When a person holding the power of a Titan enters a room, everyone knows it, as they are capable of wielding not just a single Aura, but two at the same time.

There are obviously significant difficulties attached to using not one, but two incredibly complicated abilities at the same time, which is why the second Aura can be slaved to the first, mimicking its movements. However, that will vastly reduce the power gained by this Skill.

Cost for second Aura is equal to that Aura’s basic cost.

## Fire Soul

You are fire, all the way down the very core of your being, embodying not just the physical flames themselves, but also the idea of it all.

Burning heat, raw destruction, sheer power, creation, alteration, transformation, light, warmth.

This Skill empowers your flames and increases their impact on the world. Pre-existing heat, mana in the environment, and all other available energies bend themselves to enhance your flames, lowering the cost of all fire-related abilities by 35%.

When you use fire, you aren’t wielding magic, you’re manipulating the world itself, truly altering reality.

Your flames grow nigh-immune to standard methods of dispelling and will destroy opposing elements and energies when backed by your will.

Not only that, but *all* your abilities may be infused with flames for a substantial boost, either in terms of raw power or bringing their nature more in line with that of fire (this depends on the ability in question, not all Skills will gain the full, or any, boost from Fire Soul).

## Knightly Leader

Many a tale has been told of a heroic knight, of the dragonslayer, the rightful king who returns from exile to bring peace and prosperity to his home. All of these tales focus on a single individual, the knight, yet that knight is never alone. He has pages, squires, comrades in arms and occasionally, a mentor that’s along for the ride.

This Skill is an essential component of leading a group of your fellows into combat.

Firstly, it allows for the creation of an official, System acknowledged party with all the advantages that entails (knowledge of each other’s health states, locating allies, XP sharing).

Secondly, it allows the user to draw upon all the experience about leading men that Master Hildebrand gathered over the course of his life, and apply it to the situation at hand. (this information has been updated to include the System, Classes, and Skills)

Thirdly, any commands given by the user will be able to override irrational panic if necessary.

In addition, the user can remotely talk to party members up to ten kilometers away.

And finally, the user can set up contingencies ahead of time, so orders are issued without the user needing to fully articulate potentially complex statements in the middle of a fight for their lives. These orders can be canceled at any time, should it be necessary, and new ones can always be added though it would be inadvisable if a distraction would endanger them.

After countless fights where the user has used this Skill to lead a disparate collection of people to victory and empower them with new training, it has evolved to vastly empower the user’s ability to turn a collection of random individuals into a solid group.

Anyone who becomes a member of your party can be taught directly using Legacy of a True Warrior and will gain basic combat and cooperation tactics should they not already have them.

In addition, you gain an innate understanding of the dynamics of the people you lead, where the cracks in the group lie, and where your current subordinates are lacking. It will also provide hints as to how these flaws can be compensated for.

And now, Knightly Leader has reached the pinnacle of its power, granting its user a presence unlike any other, one representative of not only you, the leader but also of the people you lead.

If you are in command of a group, you may borrow your subordinates’ Auras, melding them into your own and creating a titanic presence that emanates from the entirety of your formation. The Auras’ costs are doubled for their holders and may be withdrawn from the collective at will.

Each individual Aura may be projected away from its user up to a distance of ten times its original range, but a member of the formation must still be within the standard distance of all component Auras.

Cost: 100 mana to establish, 300 mana per day to sustain

## Expert's Insight

What separates a soldier who just got out of training from a veteran? A student who just got his degree from a lead engineer? A wizard’s apprentice from an Archmage?

The answer to all those questions is, of course, experience. Some things are taught, yes, but others need to be learned from experience.

Sometimes, said experience takes the form of repeating an action over and over and eventually figuring out a way to make said action more efficient.

In other times, realization comes as a painful realization after a mistake reaps terrible consequences.

Either way, this Skill offers up both a massive pool of experience to the user and *vastly* improves their experience and Skill Level gain by granting preternatural hindsight. If the user has any knowledge on a subject, they find themselves making connections far more readily and related subjects will be far easier to research. Furthermore, Expert’s Insight acts as a general memory booster.

As with many other Skills in the Hildebrand’s Heir Class, a lesser version of this Skill can be granted to the user’s students using Legacy of a True Warrior.

However, unlike those other Skills, Expert’s Insight does not turn into a lesser version of itself, but rather transforms into a fundamentally different Skill called Veteran’s Knowledge, which allows the user of Expert’s Insight to directly impart their knowledge (note that this is a limited effect, this Skill will not directly put the taught individual on the same level as the user).

In addition, this Skill synergizes with Lessons of History, allowing the user to draw not just upon their own experience, but that of those they witness fighting, albeit at a vastly reduced efficacy.

## Final Defiance

What can one man do against the Apocalypse, one single fragile human against the fury of the very world?

Fighting, and subsequently dying well is probably the only thing that most people would be able to do.

However, the thing is, there are options to bridge even that gap in power.

Cooperation, vast spells on a continental, or even global scale, perhaps even the power of friendship?

Eh, maybe those work, but this Skill is a surefire option. It continuously accumulates mana while inactive, growing in power, until it discharges in a single explosive burst when it is needed most, the moment when the fate of the very world hangs in the balance.

It cannot be activated for any lesser threats, and automatically triggers in the appropriate situation, discharging all accumulated mana as it runs its course. The rate at which the mana is used can be slowed, possibly even stopped, by the user’s will and determination, but twenty-four hours after this Skill triggers, all remaining mana will be lost.

The fuller the pool is, the more slowly it accumulates (halved with every ten percent progress), and the maximum amount of mana in the pool (one billion) would require around a hundred thousand years to reach.

When this Skill is active, it significantly boosts the user’s Stats, regeneration, mana pool, as well as decreases their foes’ defenses and recovery ability (even if you don’t survive, leave them with a few scars to remember you by, why don’t ya?).

Current charge: 2,006,185/1.000.000.000

Synergy effect: Bladewraith

While under the effect of this Skill, the user’s attacks will gain a devastating additional effect, becoming able to sever limbs in ways that cannot be regenerated until Final Defiance ends, even damage Skills, and hack out Aspects (at a high mana cost).

## Aspects of the End

The End Times. Armageddon. The Rapture. Judgement Day. Ragnarök. The End of Days … and everything else.

Be it the impact of a gigantic meteor, divine judgment or celestial wars, there are things out there with the ability to destroy worlds. *Nothing* is safe from such power.

Yet it *is* power that can be used to prevent such calamity from coming about. Blow up the asteroid, broker peace between divine factions (if your sword isn’t at someone’s throat, they won’t listen), or maybe just poke out the eye of the chaos god about to devour the planet (something that is within the abilities of your Class as long as you play your cards right), if you dare.

And such power is what this Skill can give you. In its base form, it will merely boost you, doubling your physical Stats and quadrupling your Mana Regeneration while active, stacking (additively) with other boosting Skills.

However, this is merely the beginning of what this Skill can achieve. It can be upgraded to achieve specific things, to harness the power of certain world-ending beings.

The ancient bird who is so old it’s seen the universe end three times over, the snake that swallows the sun to bring about eternal darkness, the biblical sea beast, or maybe even the dragon that is unleashed upon the world on the heels of the Four Horsemen. By drawing upon the power of these mighty beings, even telling a dark god where to shove it is not necessarily off the table.

Upon purchase of this Skill, one such aspect will be gained for free (chosen aspect: Speed of Hati), each subsequent aspect must be purchased separately (five Skill points).

This Skill can only be activated for a certain span of time every day, but that time can be distributed across the day however the user wants. This time pool refreshes fully exactly twenty-four hours after the time pool was first used.

Your time pool is calculated as ten seconds per Level in this Skill.

If multiple Aspects of the End are used concurrently, time use is doubled for each one used beyond the original one.

By slaying a monster of the end times, you may gain a lesser version of its power, weaker than one of the various upgrades that can be purchased for Aspects of the End, but still significant. Should the associated ability have already been purchased, the weaker power is not gained. Furthermore, each unique monster of apocalyptic power killed by the user will increase the time pool by 10 seconds.

Time Pool 10/10

Synergy effect: Undying Wraith

The time pool of Aspects of the End can be used to also supercharge Aspects, taking their Skills to new heights. Regeneration that fixes limbs in milliseconds, phasing that allows even mana to pass through without causing damage (within reason), and more can be achieved.

### Speed of Hati (Subskill of Aspects of the End)

The moon. It has moved across the sky since time immemorial, eternally chased by a wolf seeking to devour it, never tiring, never slowing, always catching up until the beast devours the celestial body during the end of times.

This is the power of a being that can walk on anything, be it solid ground or the empty void of space, move at speeds that exceed the orbital velocity of celestial bodies, and devour them whole.

While Speed of Hati is active, the bearer of this Skill can walk on anything, gravity’s hold on him is greatly reduced and he has his speed vastly increased.

In addition, merely by unlocking this Skill, he becomes immune to all manner of motion sickness, the negative consequences of moving at high speeds do not affect him and the resistance of the medium he is moving through becomes less of a factor (while this Skill is in its active form, medium resistance is completely nullified).

## Continent Strider

In olden times, it could take months or years to go from city to city, from country to country. Modern technology has shrunken the world somewhat, but it still takes quite a while to move significant distances.

This Skill not only removes the need for modern technology to travel vast distances in a reasonable timeframe but further boosts the travel speed while moving on foot. Your movement speed on foot or horseback will increase exponentially with this Skill active.

Continent Strider cannot be activated in combat or while fleeing combat, it is purely a utility Skill.

This Skill can be applied to all party members so long as said party members are within 100 meters of the user and the user is the party leader.

Every day, the user accumulates a pool of movement equal to one hour of travel without using this Skill. This pool has an upper limit of 336 hours, and can be used to open a portal to an important location the user has been before. This portal can carry up to five times the user’s mass per activation and its cost amounts to how long it would have taken the user to make the journey normally, without using Continent Strider’s acceleration feature. Combat utility limitations still apply.

Each use of this portal a day after the first will double the cost each time.

After countless occasions where the user has used this Skill to sneak in travel even amidst hectic emergencies, it has evolved to let them do their travel in segments. Once per month, the user may choose a single journey that they could complete in a month or less, and they may (outside of combat, twice a day) teleport to their last position in that journey, maintaining their movement bonus from Continent Strider.

Once a journey is selected, it cannot be changed for a year, which will remove the ability to teleport to the journey (the user mustn’t be on the journey while doing this) and while on the journey, it cannot be deviated from (including intentionally delaying/moving overly slowly).

Cost: 500 mana per hour, plus 100 per party member

## Book with Seven Seals

First, came the white horse, carrying the horseman of Conquest.

Second, there was the horseman of War, astride a red horse, followed by the black horse of Famine and the pale horse of death.

Then, the souls of the slain righteous cry out, the earth shakes, the sun grows dim, the moon becomes drenched in blood, and the very stars fall to the Earth until finally, the very heavens grow silent.

That is when the final battle shall begin.

This is how the Book of Revelations describes the end of the world, giving those who would stand against calamity a way to prepare, to read the signs that foretell the coming apocalypse.

Those who hold this Skill will receive warnings of future calamity, as long as said calamity is apocalyptic in scale. These warnings may come in the form of dreams, short visions, or outright prophecy.

These warnings can begin as early as five years before the true beginning of calamity, or grant as little as one month’s warning (this depends on when said calamity becomes nigh-inevitable), and will become increasingly precise and useful with each successive warning.

Receiving warnings does not mean that the world is certain to end without the intervention of this Skill’s bearer, merely that Armageddon is a possible outcome. Nor does a lack of warning indicate that a given situation is guaranteed to not eventually develop into an apocalyptic issue, just that it is unlikely.

However, there are certain constant dangers, which exist permanently and may become very immediate and present threats depending on the situation. As such, you may receive an initial warning without subsequent additions which persist on the “active prophecy” tab.

This is a powerful ability, but also a heavy burden. It will always be active, cannot be deactivated, and will encompass any world that the bearer cares for.

Those who hold this ability will never be able to rest, never be able to retire, for there will always be danger so long as the universe exists.

Synergy effect: Incarnation of the Promethean Spirit

When the user of this Skill is forewarned of a coming calamity, every science and research Skill they possess will be fed the specific kind of information they need.

Lessons of History will highlight all information from past apocalyptic scenarios that apply to this one.

The Meaning of the Name will continuously gather the information needed to make on-the-spot predictions.

And Blessing of Innovation will highlight where further development is needed.

### Active Prophecies

#### Prophecy 1: Selfishness of the Pessimists

Already given up,

A promised salvation dark,

Pact of destruction

#### Prophecy 2: Humanity’s Greed

Greed,

Ambition, Growth,

Ascension or Downfall

Fools decide for all

Beware

#### Prophecy 3: The Wider Existence

A blue orb, lonely,

In a universe old, vast

Beings unknown live

#### Prophecy 4: Predatory Humanity

Apex

Lonely Peak

New World Order

Social Ossification Begets Revolution

Beware

## Biomantic Alteration

The human body is the product of countless eons of evolution, transforming the earliest vertebrate into an apex predator, wielding both nigh-infinite endurance and an advanced intellect to conquer the world.

But nature can only go so far, change so quickly, incorporate only so many disparate ideas.

This is where biomancy comes in to do what nature could not.

Your body has been enhanced by a master Biomancer at the peak of their power, the Pinnacle Biomanipulator.

As such, you have gained the following adaptations: (The following adaptions belong to Isaac Thoma)

1. Subdermal Dragonscale-Weave
2. Weak-Point Transference
3. Sight-Spectrum Expansion
4. Hyper-mobile Skeletal Frame
5. Alternate Nerve-Circulatory System
6. Natural Weaponry
7. Sealed Growth Seams
8. Material Substitution

1. ↑ 1.0 1.1 1.2 1.3 1.4 Chapter 275; End of an Era
2. ↑ 2.0 2.1 2.2 Chapter 259: Boiling Frog
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 293: The Work Never Ends
4. ↑ Chapter 256: Death Incarnate
5. ↑ Chapter 264: Bitter Gains
6. ↑ 6.0 6.1 6.2 Chapter 279: New Area of Responsibility
7. ↑ Chapter 284: Once More Into the Depths
8. ↑ 296: A Fundamental Shift