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    What’s a Class?

    A class is a category a person/creature/monster/other can be given by the system that brings with it Skills, Perks, and sometimes Traits. Classes come in tiers, the tiers seen so far are Inferior, Common, Uncommon, Rare, Legendary, and Unique. Classes can be merged with other classes, classes can be locked away, removed, swapped, and under the right conditions, can be traded.

    The “rock-paper-scissors” thinking of Class A always winning against Class B in a fight doesn’t apply within the world, no one class is superior to another, how you use it, how your opponent uses their class, and environmental factors all play into who would win in a fight.

    The main character in Sylver Seeker has 3 classes as of writing this.

    Koschei, Necromancer, and Swamp Lord. Classes come in roughly two types, combat, and crafting. Combat classes gain experience and levels from killing things, whereas crafting classes gain experience from crafting things that help someone with a combat class to kill things.

    What constitutes “killing” is arguable, the system doesn’t count creating 100 golems and then destroying them the same as finding 100 golems in the wild and killing them. There are rules within the system that are set in stone, but for the most part it’s more correct to imagine an all knowing dungeon master of sorts looking down on you, and knowing when you’re trying to cheat or cheese the system.

    Crafting classes encompass anything from farming, mining, gardening, cooking, cleaning, alchemy, enchanting, teaching, studying, trading, the rule of thumb is any sort of action that doesn’t bring direct harm to a creature can be a source of experience for a relevant crafting class.

    What is experience?

    Experience is when an action taken by a person/monster/creature in possession of a class that benefits it. The system treats everything as a zero-sum game, for one person to benefit, another must lose.

    Between monsters/creatures it’s as simple as one creature killing another and eating it, and effectively the same for people with combat classes.

    Killing something below your total level is a waste of time and effort, the amount of experience gained by a class is negligible, but, depending on the methods used to kill the thing, it may be a good source of experience for a combat oriented skill.

    Crafting classes gain experience from the creature or transformation of materials/items/information/anything that further down the line aids a combat class with killing something. It’s relatively direct with something like a Blacksmith or Armoursmith, the items they create are used in the actual process of killing something.

    With a class further away from killing, the experience gained is lesser, and therefore the class is significantly harder to level up. For example, a painting made by someone with an Artist class may give someone with a Warrior inspiration or motivation, but the amount the painting aided the Warrior in killing something is several magnitudes less than how much his armour and sword aided him.

    As a result of this a lot of “lesser” crafting classes appear to level up over time, as opposed to through the creation of items.

    Lola is an example of a crafting class that gains experience through the creation of items that are directly responsible for killing things, enchanted weapons, tools used by high level craftsmen who make high tier weapons and armour, in a hypothetical world where Lola was removed, the number of things killed in the world would be noticeably lesser, and because of that she gains levels at a very fast pace despite never fighting anything herself.

    Miscellaneous:

    Putting this here because it didn’t look right all the way at the bottom. List of facts about Sylver that aren’t system related, but are relevant to what he’s able to do.

    The facts aren’t in any particular order.

    • He has two sets of spines, multiple “hearts” of various shapes and sizes, and at the time of writing this, aside from his appearance there is absolutely nothing human inside him.
    • His “real” body that houses his mana core is covered by a second much larger body.
    • His eyes have been pitch black, like a bird’s, since the moment he took over Ciege’s body. His skin is pale, to the point it’s often white like snow, and gray/silver hair depending on the light. His fingernails are more often than not black due to his magic.
    • His blood is dark purple, and the consistency of cold honey.
    • His robe is directly connected to him at the shoulder and back area, it’s an extension of him, and he often uses it like an extra limb to move around.
    • There are slits along his palms where he has a long modified blood vessel he uses like a needle to inject his blood into things for magic purposes.
    • He has one rune on him that allows him to summon magical C4 Lola made for him, and a waystone that allows him and anyone he’s in physical contact with to teleport into Tuli, and then teleport back to where he teleported into Tuli from.
    • There are long strings inside his bloodvessels that Morana gave him, they stitch cuts closed, and if he’s dismembered the strings pull him back together.
    • He’s fully capable of shedding his skin and going full undead skeleton, but doesn’t do it because he needs to talk and work with living people, and while undead women are attracted to him as both a living and an undead, living women are mostly attracted only to living men.
    • Sylver hates mammals, dislikes fish and insects, but loves reptiles, and has a fondness for arachnids.
    • He doesn’t like being near children because he has an irrational fear of accidentally sneezing and hurting or killing them.
    • He carries around several decks of playing cards, and in the Ibis the only person who has beaten him in any card game was Aether.
    • Sylver is tone deaf.
    • If he stops eating and breathing his skin will deteriorate, and his hair will fall out, but aside from that nothing else would happen.

    Classes:

    [Koschei (Unique)]

    Neither living nor undead. Your life is bound to a silver needle, your

    greatest strength, as well as your greatest weakness.

    –???

    –???

    –???

    +10CON

    +10INT

    +10WIS

    +Trait: [Living Undead]

    +Trait: [Deathless]

    [Necromancer (Rare)]

    *Req: Mana Perception

    *Req: Mana Manipulation

    *Req: Raise an undead (Any)

    *Req: Negative Affinity

    Few have the ability required to pull the dead back from the abyss.

    But with your strength of will, strength of mind, and strength of soul,

    you have managed it.

    *Command the forces of darkness and bend the dead to your will.

    +10Int

    +10Wis

    +Trait: [Undead Domination]

    +Trait: [Deathly Aura]

    [Swamp Lord (Rare)]

    Requirement: Undead

    Requirement: Earth Affinity

    Requirement: Water Affinity

    Requirement: Negative Energy Affinity

    –The meeting of life-giving water, and death swallowing earth,

    a fitting place for a being that is neither alive nor dead.

    –Harness the power of the wetlands

    +25 Con

    +25 INT

    +50 WIS

    +Trait: Advanced Water Manipulation

    +Trait: Advanced Earth Manipulation

    +Trait: Poison Immunity

    +Trait: Chloromancy

    Skills, Perks, Traits, isn’t it the same?

    The main difference between skills, and perks, and traits, is that Skills can gain experience directly, whereas perks and traits cannot.

    The similarities between skills, perks, and traits is that they all can merge with compatible skills/perks/traits, and they can evolve into better variants of themselves.

    The difference between a perk and a trait is that traits are typically internal, and something a person/creature is born with, it’s part of their nature, like the colour of their hair, or how many legs they have. Perks can be turned off or on, but traits are always active.

    The rule of thumb is that for two skills to merge they must be of the same tier and level, but in Sylver’s case his Koschei class supersedes this rule and often merges skills and perks without them being compatible, or on the same tier or level.

    The higher a skill tier is, the more experience is required to raise its level.

    At the time of writing this, Sylver has the following Skills, Perks, and Traits.

    Bold is what is written from the system in the story.

    Italics is explanation/flavour text for the skill/effect/perk/trait.

    SKILLS:

    [Undead Mastery – VIII – S-tier]

    Skill level can be increased by raising undead. (Repeat raising of the same undead will not increase skill level)

    *Quality dependent on the corpse.

    *Quality dependent on the soul.

    I – Turn a corpse into an undead.

    This is one of Sylver’s “main” skills. Any time he uses his magic to create a shade, zombie, or simply make a corpse move around, any experience gained from those actions is absorbed by this skill.

    The limitations of his magic, and of this skill, is that he cannot raise undead from a distance, he requires direct contact in one form or another, whether through his blood, or more recently through black smoky fog/vapour he either breaths out of his mouth or through the holes in his hands.

    Undead raised quickly have a limited lifespan, they’re weaker and slower than an undead would be if he sat down and properly worked on it, but to make up for that they are also very cheap in terms of mana.

    II – All undead under your control have +35% to all stats.

    III – Upon death all undead will return 40% of mana through [Dying Breath]

    Any time an undead is “killed” which is to say it’s damaged to the point a shade no longer has enough power to retain its form, or a zombie is hit hard enough to dislodge Sylver’s mana out of it, 40% of the mana he had used to raise the shade or zombie returns to him, provided the defeated undead is within a reasonable distance.

    IV – Duplicated shades will have 45% of the original’s stats.

    Shades under his control can be “split,” into two halves, four quarters, eight eighths, and so on, the limiting factor for how much a shade can be split up is how much HP it has.

    V – Cost of raising humanoid undead decreased by 50%.

    VI – At the cost of reducing HP to 0, the creature that delivered the most recent attack will receive a defeat notification.

    This effect is meant to be used for undead to trick the opponent into thinking it killed it, but Sylver mainly uses it on himself, to fake his death.

    VII – Increase the range of [Greater Undead Channeling], and [Greater Undead Empowering] by 100%.

    Undead Channeling allows him to use the undead under his control as a medium for his magic, in essence they act like relays, signal boosters, if Spring has his hand on something, and Sylver used Undead Channeling, it’s almost as good as Sylver having his hand on something.

    Undead Empowering boosts the physical and magical abilities of undead by supplying them with mana, more mana means more strength for the shade or zombie.

    VIII – All undead under your control can take on the appearance they had prior to death. *Mana cost dependent on the quality and level of the undead.

    Self explanatory, but all the shades naturally look like smoky silhouettes, they’re completely black, including any clothes they wear, or weapons they wield, this effect removes that and gives them the appearance they had prior to death.

    [Mirage – V – A-tier]

    Skill level can be raised by using illusion magic.

    *Quality of illusions dependent on caster’s ability and understanding.

    I – Create visual and auditory illusions.

    Basic illusion magic, think holograms and a portable loudspeaker, but can be adjusted to be bright enough to blind, or loud enough to deafen.

    II – Create translucent illusions.

    Synonymous with “invisibility” but not quite. It’s not good enough for him to walk around in daylight and not be seen by anyone, but if he were to stand perfectly still, it may be enough to fool people. More often than not it’s used to help illusions created on top of something to blend into the item, person, or landscape.

    III – Cost of illusion magic decreased by 10%

    IV – Deceive C rank or lower sensory skills/perks/traits by increasing the amount of MP per illusion to 1,000%.

    Illusions are worthless if someone can sense mana and knows it’s an illusion, this is the effect that makes people flinch when an illusion of a dagger is thrown at them.

    V – Create solid illusions.

    Mainly used to give illusions texture, without this assuming the illusion wasn’t built on top of something someone’s hand might pass through it and they would instantly realize it’s fake. But with this they would feel the thing the illusion had created, and combined with the effect above this, it may be enough to completely trick the person touching it.

    [Draining Blight – VI – B-tier]

    Skill level can be increased by draining HP, MP and Stamina. (Skill level will only increase if the creature being drained is killed.)

    *May not work on targets with a high enough resistance.

    *May not work on targets without mana channels.

    I – Create a cloud that will absorb Health, Mana, and Stamina from the target creature.

    Sylver’s main source of damage that isn’t physical, he used to require direct contact with a creature to drain/steal/take it’s health, mana, and stamina, but now the skill allows him to do it at a distance, through a cloud of smoke.


    If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it.

    II – Absorb through solid materials. *Efficiency decreases by 50% for every centimeter of material.

    Prior to this effect a thin piece of cloth or thick fur would render the skill useless, but with this Sylver can whittle down anything, no matter how armoured or thickly furred a person or creature is.

    III – Channel a drained attribute into a willing creature.

    Mainly used to channel health into a person or creature. A healing skill with extra steps, but because it has to go through Sylver, the end result is that very little health, mana, or stamina ends up being given to the creature in question.

    IV – Drained creatures can be chained together to increase range and efficiency.

    Similar to Undead Channeling, but limited to Draining Blight, most often used when there are a lot of dead/dying enemies spread out all over the place.

    V – Mana can be drained from a spell or object. *Type of magic being drained must be known.

    Often used to tear open enchanted armour, break a sword, and could be used to catch a spell in the air, but dodging or hiding is preferable.

    VI – Absorb MP, HP, and Stamina through a mana imbued object.

    Can be a dagger shoved deep into a creature, can be a vine spread out along the floor.

    VII – Create a liquid rain that will absorb HP, MP, and Stamina from the target creature.

    A concentrated version of Draining Blight which is in a gaseous form by default. Absorbs HP, MP, and Stamina as fast as if Sylver was touching a creature directly with his hands, but unlike a hand the liquid can be used to cover shades or other zombies in it, so anything that attacks them gets splashed by what is effectively highly corrosive magical acid.

    [Black Mass – V – D-tier]

    Skill level can be increased through use and conversion.

    *Quantity of conversion dependent on biological material.

    I – Manipulate biological matter.

    The initial function of the precursor to this skill was the ability to imbue a piece of a dead body with magic and move it around without raising it as an undead. The evolved version converts dead biological matter into a pitch black inky gelatinous liquid, like a slime. The liquid is harmless on its own, but can be made to harden into spikes, blades, blunt hammers, shields, armour, and can be used as a glue when building something. Biological matter can be anything from dead human bodies, fish, plants, or even cotton, but the further away the matter is from a dead body the more of it is needed to create even 1 ml of Black Mass.

    II – Empower a creature or item using manipulated biological matter.

    Very similar to Undead Empowering, but limited to physical empowerment only, it can make shades and zombies faster, stronger, tougher, but unlike Undead Empowering the effect is passive and doesn’t require any mana from Sylver.

    III -Increase the range of [Dead Dominion] by 50% for [Black Mass].

    Dead Dominion allows control over dead matter (dead bodies, blood, dead plantlife), and since Black Mass is made of dead matter, this allows Sylver to control it from a great distance.

    IV – [Petty] Souls can be infused.

    A piece of Black Mass infused with a shade gives the shade inside the piece of Black Mass control over the piece. It can then be given commands that it will follow. Functionally it turns the Black Mass piece into a shade that Sylver or Spring can command.

    V – [Common] Souls can be infused.

    Same as above, but shades that the system registers as Common are smarter, faster, and to an extent can make their own decisions. They can be given more complicated orders. Weapons and armour made from Common infused Black Mass give whatever is wielding or wearing the Black Mass item a physical boost (if a shade has a Strength of 100, then the person holding the Black Mass sword the shade is infused in gets around +50 to their strength.)

    [Mutating Override – V – F-Tier]

    Skill level can be raised by overriding primal energy field.

    *Quantity of MP required dependent on rate, volume, and complexity of primal energy field being overridden.

    I – Mutate biological matter by overriding its primal energy field.

    The Primal Energy Field is the deepest and basest part of anything, that the rest of it is built on. Everything and anything has a primal energy field. Changing it is extremely expensive mana wise, and the greater the change the more mana is required. In theory Mutating Override could be used to turn an apple into a pear, or it can be used to grow gills on a human, or turn regular bones into an alloy that’s harder than titanium, Sylver mainly uses it to “heal” and evolve his body, and sometimes uses it to help get dead bodies into the right shape before he raises them as undead.

    II – Decrease the MP cost by 5%.

    III – Increase range by 10%.

    IV – Decrease the MP cost by 25% when overriding personal primal energy field.

    V – Increase the malleability of [Black Mass] by 50%.

    This effect allows Black Mass to be more receptive to change, it can be turned into a liquid that can store mana, significantly stronger armor, or into a powerful weapon with a really specific function. Something can’t be created from nothing, so every positive alteration brings with it a cost or a negative effect on the Black Mass being altered.

    [Arcane Insight – IV – A-Tier]

    Skill level can be increased through successful use.

    I – Get relevant detailed information about the target.

    Classic “Appraisal” or “Scan” skill.

    II – Get notified if an A rank or lower level [Appraisal]-like skill is being used on you.

    Informs Sylver if someone attempted to look at his status.

    III – See the quality of the corpse and soul of a target.

    IV – Increase the skill range by 600%.

    Vigorous Conditioning – VI – A-Tier]

    Skill level can be increased by receiving damage.

    I – Increase resistance against [Positive Energy] by 25%.

    II – Increase resistance against [Physical Damage] by 40%.

    III – Increase Stamina Regeneration by 50%.

    IV – Reduce body weight by 20%.

    V – Increase resistance against [Physical Damage] by 25%.

    Barely functional skill because the system struggles to quantify how much “damage” Sylver received because he’s in an odd spot in terms of what Health and Stamina means for him.

    PERKS & TRAITS

    Koschei Perks:

    *Koschei has 11 perks listed as N/A.

    Perk: Golden Egg

    While in contact with the needle, increase health and stamina regeneration by 50%

    While in contact with the needle, decrease effect of curses.

    *While in contact with the needle, over time all negative status effects will be removed.

    Perk: Hare’s Great Escape

    -While in contact with the needle and below 20% health, dexterity increases by 500% for 100 seconds.

    *Can only be used once every 24 hours.

    In essence time slows down from Sylver’s point of view for 100 seconds.

    Perk: Kindred Spirit Mitigation

    -Any creature under the protection of the user, may pass on all negative effects to the user.

    *Creatures within 10m of the user can pass negative effects instantly.

    *May not work if the creature is further than 100m away from the user.

    *May not work if the creature doesn’t recognize the user as an ally.

    *Will not work if the user isn’t willing to accept the negative effects.

    -Increase MP regeneration by 25%.

    Technically capable of healing anything and anyone, but at this point in the story there are less than 10 people that perceive Sylver as enough of an “ally” for the perk to work at it’s full capability.

    Perk: Iron Chest

    -While the needle is hidden within your iron chest, you will gain the following perks:

    75 % Resistance to Slashing Damage.

    75% Resistance to Piercing Damage.

    50% Resistance to Physical Damage.

    25% HP regeneration while motionless.

    *Damage related perks only apply to bones.

    Fun fact, in his current state Sylver’s bones are closer to metal than bones!

    Perk: Duck And Dive

    -While in contact with the needle, you will leave no footprints, scent or trace.

    -While in contact with the needle, +20% increase to Dexterity.

    He’s naturally sneaky, so this is almost redundant.

    Necromancer Perks & Traits:

    Perk: Dying Breath

    -Any creature under the caster’s command, when killed will return 5% of the cost of summoning/animating/repairing.

    *May not work on non-humanoid creatures.

    *May not work on creatures with no mana.

    *May not work if the distance is over 500m.

    *May not work if the caster has no direct line of sight to the creature.

    He effectively gets a refund when an undead under his command is killed.

    Perk: Unholy Blessing

    -Increase MP by 50%

    *Increase weakness to positive energy by 150%.

    *Increase weakness to holy magic by 50%.

    *Increase weakness to fire magic by 50%.

    *Decrease HP regeneration by 33.33%

    Self explanatory.

    *System’s attempt at bribery.

    Perk: Bound Bones

    -Bind an item/items to a bone.

    -Amount of MP required for binding an item/items to a bone will depend on the volume and mass of the item/items.

    -Breaking the bound bone will cause all the bound items to become unbound.

    *No living creatures can be bound to a bone.

    *No undead creatures can be bound to a bone.

    One of his most used perks. Bigger bones, and better bone, means greater volume of items can be stored inside it. Downside is bones get heavier the more things are inside them, they’re bones, so they’re somewhat brittle and can be broken on accident (this happens a lot).

    Sylver carries several tons of water and earth in easy to break bones, so every now and then someone hits him hard, and half a mountain worth of dirt appears around him and protects him.

    Perk: Dead Dominion

    -Gain control over any deceased biological matter within (WIS/2)m.

    *Control over deceased biological matter dependent on proximity and mass.

    Telekinesis specifically for dead matter.

    Genocider’s Gift

    -Increase MP by 250%

    -Increase MP Regeneration by 100%

    Self explanatory.

    *Backhanded compliment/pat on the back from the system.

    Perk: Deadly Darkness

    -The user will be able to manipulate and solidify their shadow.

    *Degree of manipulation dependent on proximity, skill, and knowledge of the user.

    Most often he creates spikes or blades, and even more often, uses the perk to make himself something to sit on when there isn’t a chair around.

    Perk: Eye Of The Half Lich

    -Perfect Night Vision.

    -Lesser Perception.

    -Distinguish between marked and unmarked creatures.

    Multiple perks that were combined into one.

    Perfect Night Vision is what it sounds like.

    Lesser Perception lets Sylver perceive the world even if his eyes are gone, he can move where he’s looking from around like a 3rd person camera.

    Marked creatures are creatures with access to the system, unmarked creatures are creatures without access to the system.

    Perk: Horde Of The Half Lich

    -Lesser Undead Instruction.

    Passive control over undead, redundant since he has Spring giving out commands for him, but extremely useful for non-Sylver necromancers.

    -Greater Undead Armament.

    Allows the creation of weapons, armour, and tools for undead, at the cost of mana. Rarely used, aside from arrows for archer shades, and used to use it to arm freshly raised undead, but more often than not uses Black Mass instead.

    Greater Undead Channeling.

    Allows Sylver to use undead as extensions of himself for magic. Can use skills through them, cast spells through them (often uses this for illusion magic.)

    Grand Undead Empowering.

    Can passively or actively boost the physical and magical abilities of undead under his, often stacks this with Black Mass when an undead needs to overpower something.

    -3 Undead Evolutions Available.

    Doesn’t know, and at Bruno’s suggestion is saving it for a last resort sort of move.

    Swamp Lord Perks:

    Perk: Morbid Mushroom

    -User will be able to cultivate and manipulate fungal matter.

    -10% decreased MP cost for all fungus related plant magic.

    *Degree of manipulation dependent on affinity, proximity, skill, and knowledge of the user.

    Mushroom magic. Due to his skills/knowledge, Sylver can greatly stretch what a mushroom is capable of. He can imbue spells into mushrooms, as well as give them basic commands they follow.

    Perk: Fog Form

    -User will be able to become a colorless cloud of fog.

    An evolution of a perk that allowed him to turn his body into smoke. The fog is invisible under most circumstances, but because it’s fog, it needs air to function, and can be rendered useless by a strong wind.

    -User will be able to generate and manipulate fog.

    Fog needs to have a certain concentration for him to teleport through it, this allows him to condense it into something like a wire, or he can push the fog through a funnel or a gap.

    -User will be able to instantly materialize.

    Prior perk required him to move the entire volume of smoke where he wanted it to go to become solid, but this version of the perk he can skip turning into a gaseous form. Functions like blink teleportation, but unlike actual teleporation, he needs a direct line between point A and point B.

    *HP, MP, Stamina regeneration decreased by 50% while in use.

    *Weakness to positive energy increased by 25% while in use.

    The biggest weakness of the perk is that if he’s hit with a serious magical attack while in the form of fog, there’s a small chance his needle will be hit directly, since he is in a gaseous form, and the layers of protection he has around the needle would get passed through.

    Perk: Seed Store

    -Recreate plant matter the user has previously had physical contact with.

    *Mana cost of plant matter dependent on complexity, rarity and environmental conditions.

    *Mana cost of plant matter can be decreased if similar plant matter is present.

    Druids and similar mage classes have to carry around pouches of materials, Sylver can just summon anything he’s ever touched in the palm of his hand.

    Perk: Corpse Blossom

    Alive Aloe – During bloom will increase a creature’s [Constitution].

    Lightning Lilac – During bloom will increase a creature’s [Dexterity].

    Grand Gladiolus – During bloom will increase a creature’s [Strength].

    Clever Clematis – During bloom will increase a creature’s [Intelligence].

    Shrewd Snapdragon – During bloom will increase a creature’s [Wisdom].

    *Limited to 1 seed per corpse.

    *Effectiveness dependent on proximity.

    Usually used to help with rituals, since this perk is pretty stationary, and during fight Sylver tends to move around a lot, or hides underground.

    Perk: Novice Chloromancy

    -User is able to cast 2nd tier Chloromancy spells.

    Plant magic.

    Perk: Greater Greenhouse

    -User is able to cultivate plant matter as if it was in its ideal environment.

    -Limited to [WIS/2]m

    *User must have had physical contact with the plant matter.

    He can grow an oak tree underwater, on an ice sheet, and can make the plant grow in very unnatural ways to fit his needs.

    Perk: Mage Cap

    -Increase INT by 100.

    -Increase WIS by 50.

    *While wearing the [Mage Cap].

    A bright red mushroom crown can grow out of his “head” to increase his INT and WIS. He has it working 24/7 by having the crown grow on the “head” of the body he has inside him.

    Perk: Ka Of The Half-Lich

    -Increase MP by 150%.

    -Increase MP Regeneration by 50%.

    -Increase Mana Conductivity by 25%.

    -Increase resistance to [Positive Energy] by 15%.

    Perk: Still Water

    -Store items and creatures in still water.

    -Storage and retrieval volume limited to surface area of still water.

    -Amount of MP required for storage and retrieval dependent on volume and mass of items and creatures.

    Creates a portal to a parralel space using the motionless surface of water a portal.

    TRAITS

    Trait: Living Undead

    Both the living, and the undead will consider you to be one of their own. Unless provoked mindless undead of a lower level than you, will not attack.

    *Recover with negative energy.

    *Harmed by positive energy.

    Standard trait all undead have, with the caveat that Sylver is/was close enough to being alive that the perk makes undead percieve him as undead, and makes the living percieve him as living.

    Trait: Deathless

    -Unless the needle is destroyed, you will not die.

    No comment.

    Trait: Mana Perception

    Not a trait gained due to Koschei, but gained by the system catching up to Sylver’s abilities when he first started.

    Trait: Mana Manipulation

    Same as above.

    Trait: Faceless

    -If the user’s face is not visible; status, skills, perks, traits, effects, attributes, HP, MP and stamina will be hidden.

    *At least 66% of the face must be covered to not be considered visible.

    Self explanatory. His “face” is hidden 24/7 because he managed to get the system to recognize the head and “face” hidden inside his torso as his real face, and as far as the system is concerned the skull and mouth he talks through is just fancy hair.

    Trait: Arcane Growth

    -For every level gained, INT and WIS will increase by 1.

    -50% experience increase for [Mage] related skills.

    -5% of any experience gained will be taken.

    Trait: Advanced Water Manipulation

    -Manipulate water.

    -The caster will be able to sense any water within 50 meters.

    *Degree of manipulation dependent on proximity, mass, skill and knowledge of the user.

    Trait: Advanced Earth Manipulation

    -Manipulate earth.

    -The caster will be able to sense any earth within 50 meters.

    *Degree of manipulation dependent on proximity, mass, skill and knowledge of the user.

    Trait: Poison Immunity

    The user is immune to all poisons ranked A or lower.

    Poisons go up to SSS Rank.

    Trait: Chloromancy

    -User is able to cultivate and manipulate plant matter.

    Plant based magic.

    Trait: Aspect Of The Half Lich

    -Undead can be converted into allies.

    -Decrease the cost of [Dark Magic] by 25%.

    -Increase resistance to [Dark Magic] by 25%.

    -Increase resistance to [Positive Energy] by 10%.

    Self explanatory.

    Trait: Corrupting Abomination

    -By your actions, you have marred your very essence, and have created an abomination.

    -By your actions, you have marred the essence of the world, and have created an abomination.

    -Your existence will lead to further calamity.

    -Whoever kills you will receive your total levels.

    Current amount of levels being offered: 195

    -Anyone that is successful at seeing your status will be informed of this.

    The system equivalent of placing a bounty on someone.

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