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current skill description

SKILL WINDOW

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-passive skill non combat :

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[gamer mind|passive|level:max] Allows the user to calmly and logically

think things through - Allows peaceful state of mind -

Immunity to psychological status effect

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[gamer body|passive|level:max] Grants a body that allows for the user to live

the real world like a game. (He receives no physical damage from

attacks only pain for a few seconds and a loss of HP)

- After sleep in a bed he restores HP, MP and all status effects

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[Precocius|pasive|lvevel:max] It's born quickly, it grow quickly.

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[Goblin, elfes, kobold, orc, humains, abyssal,infernal, draconic Language|pasive|lvevel:max] can talk to goblins, elfes, orcs, humains, demons, devils, dragons and koblods.

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[Night Vision|pasive|lvevel:max] Able to see in the darkess night.

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[Thermography|passive|lvl:max] The ability to see heat emitted from objects.

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{immunity} imune to sleep and paralysis effects and all kind of shadow magic.

You are immune to fire / Immunity to poison.

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[Evil Eye Resistance|passive|lvl:max] The ability to resist Evil Eye

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[Libido|passive|lvl:max] The ability to... well, you know.

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[Expanded Field of Vision|passive|lvl:max] The ability to enlarge one's vision field.

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[Pack Leader|passive|lvl:max] Allows the user to choose the most suitable person for a task more quickly.

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[Pack Hunting Knowledge|passive|lvl:max] Allows the user to issue more orders and have them followed efficiently.

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[Severe Pain Resistance|passive|lvl:max] ability to resist the pain but do not reduce de damage taken.

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{Linked Weapon|passive/active|lvl:max } At 1st level the Abyssal Sovereign may summon his Linked Weapon, which are a pair of dark blue and dark red gauntlets (Belphegor and Artemis). The Gauntlets are treated as one weapon and deal physical and magical damages. Only the Abyssal Sovereign may wield the weapons as they are bonded to their Demonic Curse. The Weapon is summoned as a free-action. Because this is an Extraordinary Ability, spells such as Anti-magic field does not dispel Linked Weapon.

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{Dragon wings|passive/active|lvl:max} you can fly at twice your base speed (maximum 120km/h.) with perfect maneuverability.

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{Longevity }: Pseudo immortal have fourfold as long life expectancy compare to of the base creature, and a matching decelerated aging, from the maturity and further.

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{Self-Revival }: Each time pseudo immortals die, they self-resurrect one minute after they died as through the use of the spell true resurrection..

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{Reincarnation }: Each time pseudo immortals die of old age, they reincarnate as newborn specimens of their kind.they retain there powers and memories.

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[Greater Abyssal Heritage] This feat counts as three Abyssal Heritor feats for the purposes of an effect that depends on the number of Abyssal Heritage feats that you have.like balor spawn skill.

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[Epic Abyssal Heritage]This feat double the count number of Abyssal Heritor feats for the purposes of an effect that depends on the number of Abyssal Heritage feats that you have.like balor spawn skill.

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-passive skill combat :

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[Detect Bloodlust.|Passive|Lvl:6]A skill that detects any bloodlust directed at the user. It is an instinctive skill. Detects bloodlust within twenty meters of the targets location. It also alerts the user of the location.

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[Presence Sensor|passive|lvl:max] The ability to identify a nearby living being, even the name. The type of living being can be classified if it has been met.

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[Predict|passive|lvl:max] The ability to see opponent attack trajectories as red threads.

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A half-fiend's natural weapons are treated as magic weapons so he doe's physical damage + 1/4 magical damage.

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{Changeling Blood}: Due to the similar abilities, a Mutable Creature is always treated as a Changeling for any prerequisites or other effects.

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[Balor Spawn weakness]As your body becomes more demonic, it is also weaker against the forces of cold. You take an additional 10 points of damage from cold-based attacks.

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-passive skill for boosting:

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[Predation|Passive|Lvl:Max] When eating creatures bodies parts, your stats will rise by a certain amount (permanent effect). Furthermore, it's possible to learn new skills. Eating prey with stronger power will grant a better chance of raising stat. As long as you eat a part of it, your guaranteed to absorb some sort of power

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[Mana Manipulation|Passive|Lvl:Max] Allows the user to freely manipulate mana. Passively increases INT by 10%. and increases mana pool by 10%.

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[Sword Mastery|Passive|Lvl:15] +90% increase in attack damage unharmed. 25% increase in attack speed unharmed. (+20% damage and 5% speed each at level 20, 25, 30....).]

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[Spear Mastery|Passive|LvL:5] +50% increase in attack damage and 15% increase in attack speed whene using a spear, lance or javelin (+20% damage and 5% speed each at level 10-15- 20....).]

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[Hand-to-Hand Combat|Passive|Lvl:8]. Hand-to-Hand Combat is the art of using your body to attack your enemies and also using it to defend yourself from unharmed and harmed enemies alike. +50% increase in attack damage unharmed. 15% increase in attack speed unharmed. (+20% damage and 5% speed each at level 10-15- 20....).]

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[Internal Mana Control|passive|lvl:3] The ability to refine a necessary amount of magical power inside the body. +20% increase in MP recovery rate and +20% increase in total MP amount. +5% recovery rate/lvl. (30%)

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[External Mana Operation|passive|lvl:max] The ability to control the formation of the magic itself using magical power outside the body. +20% increase in magic attack and magic skill powers.

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[Magician's Knowledge|passive|lvl:max] The ability to have an Magician's Knowledge.give +20% increase in magic attack ,magic deffence and magic skill powers.

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[Advance Magic|passive|lvl:max]

An ability born in those who possess magical powers that are stronger than others

Effect: 30% increase in magic attacks

Effect: 30% decrease in MP consumption

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[Magic Control|passive|lvl:max] An ability that allows one to control the magic artfully

Effect: 10% decrease in MP consumption

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[Mana Regeneration|passive|lvl:3 ]: An ability given to those of special heritage that allows faster recovery of MP. 100% increased MP regeneration +100%/lvl. (300%)

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[Shell Defense|Passive|Lvl:3]

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[Mana Affinity|Passive|Lvl:Max] A skill that allows the user to become

more sensitive to mana and handle it better.

+10% increase in MP recovery rate.

+5% increase in total MP amount.

+5% increase in magic attack.

+5% increase in magic defense.

+30% increase in MP related skill effects.

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[Physical Endurance|Passive|Lvl:51] The body's durability increases, allowing for less damage taken. 2% decrease in damage -1% each lvl (53%)]

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[Endurance|passive|lvl:3] Increases user's endurance. increases vitality by 10%/lvl. (30%)

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[Steel Skin|passive|lvl:max] Increases the protection granted by armors that use leather and pelts. As well as one's own skin and hair by 50%.

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[Intermatiate Beastly Muscle Power|passive|lvl:max] Extreme boost to muscle power.

Effect: +25% Physical attack power/lvl.

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{Demonic Curse|passive|lvl:max }: At 1st level, due to the Curse you inherited, the dark energy of the Abyss courses through your veins And you are linked to a Demon within the Abyss and a Demi-goddess of war. Your left arm gives off a Azure Blue glow for kin color, purple spots around your elbow and shoulder, Azure spikes coming from the purple spots, as well as clawed fingers. The Curse is the basis of your abilities as well as the power for you forms. Although it turns your race into a demon and are automatically attributed with the Half-Fiend template, you gain extraordinary skills when harnessing the forms the curse provides. This gives you a +1 to all stats every class levels. The Demon you are linked to is the Demon Prince Belphegor and the demi-goddess is the huntress Artemis.(this curse cant be destroy exept by the wielder)

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{Cursed Essence|passive|lvl:max}:The energy of the abyss always flows in you and protects you by giving you every class level you gain +100% bonus on hp and mp regeneration, 10 damage reduction and 10 of magic defence.

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{Atriarch half-dragon life force|passive|lvl:max} Increase creature's maximum HP by +620.

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{Atriarch pseudo-imortal speed} All types of speed x4.

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{Atriarch pseudo-imortal fiendish dragon natural armor} physical defence improves by +70.

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{Atriarch power attack} gains a +50 bonus on Damage for all melee and ranged attacks.

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-Accelerate Healing (Ex): Pseudo immortals have +200% bonus on normal hp recovery rate.

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half-fiend Damage reduction: 100.

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half-fiend bonus magical defence equal to creature's level + 100

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-active skill non-combat skill:

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[Observe and Appraise |active|lvl:6] A skill to find the target's information. Observe is obtained through continuous observation.

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[ID: Create|escape|Active|Lvl 10] Used to create and escape instant dungeons. Host would unlock a dungeon for every skill up. Cost: 20 MP per person.

Available Instant Dungeons:

-Empty instance /monster inside:none.

-Zombie instance /monster inside: Zombie.

-Ghost instance /monster inside: Ghosts.

-Combined instance /monster inside: Zombie and Ghosts.

-Ogres instance /monster inside: Ogres.

-Assorted mix instance /monster inside: Zombie and Ghosts and ogres.

-Status instance /barrier that weakens the opponent while it increases the ability of the users.

-Recovery instance /This is an illusion barrier that boosts recovery of sick or ail persons within it.

-Time Control instance / These have the ability to stop time or freeze everyone around.

-The age of the great labyrith / 99 floor dungeon.

-Time warping instance / monster inside: none or Zombie or Ghosts or ogres or all of them : Currently 1 hour outside is 5 hours inside (+1 hour /lvl from level 11 to 30).

-Time warping instance the age of the great labyrith / 99 floor dungeon. 1 hour outside is 5 hours inside.

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[Sharp Horn Generation|active|lvl:1]can genarate where you want on your body a sharp horn similare to the one of the horn rabbit

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[Evil Eye (fear)|active|lvl:1] The ability to scare someone to the point of slowing or stopping someone's actions by making eye contact.

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[Echolocation|active|lvl:1 ] The ability to cast supersonic sound wave to inspect terrain.

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[Vampirephilia|active|lvl:1 ] The ability of exploitation of blood sucking.

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[Stench|active|lvl:max] The ability to create an astonishing strong stench.

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[Intimidating Roar|active|lvl:max] The ability to shout an incredible loud roar that can make the enemies paralyzed in fear.

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[Synthesis|active|lvl:max ] enables creation of new abilities or objects derived from old ones. Abilities can be put or take into/from objects.

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[Brew Potion|active|lvl:max] You can create a potion of any spell that you know. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. if you choose to pay XP instead of the material cost it will cost you in XP, the same as the material cost was in Gold in addition to the base XP needed.

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{Infiltrate|active|lvl:max }: cost 50 mana: By locking onto a set location, you are able to focus your Demonic Curse into your legs, thus doubling your movement speed or if you can see the location you wish to travel you can use the abyss to travel there instantly (limited to land movement or jumping.) Infiltrate Dispels and counters effect of Slow.

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{Minor Shape Change }: A Mutable Creature gains the ability to modify their own bodies, as per the Changeling racial ability.

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{Linguist }: A Mutable Creature's vocal chords are easily modified and they have a passion for languages. They always have the ability to even copy the voice or the accent of the thing they change into.

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[shadow clone jutsu|active|lvl:2]

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[multi shadow clone jutsu|active|lvl:2 ]

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active skill for boosting

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[Pump Up |active|lvl:12] The ability to control blood flow, increasing strength by 25% +5%/level. (85%)

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[Reinforcement|Active|Lvl:11]. By channeling mana through your body you can boost your base capabilities. Increases STR and DEX by 100% when active. +100%/lvl.(1100%)

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-active skill for combat

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[Weapon Creation|Active|Lvl:Max] A technique to create solid weapons from mana. The usefulness of this technique will depend on the knowledge and imagination of the user. Weapons created through this skill will not have a set durability but instead will remain for as long as the user keeps feeding mana to the weapon created. Cost: 40 MP to create a weapon. 10 MP per minute to maintain weapon created.]

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[Venom|active|lvl:1] The ability to produce and to apply poison to the tip of a tool or even a part of the body.

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[Spider Thread Creation|active|lvl:max] The ability to create thread from the tip of the fingers.

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[Thread Wielding art|passive|lvl:1] The ability to use the created thread more accurately.

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{Evil Shock }: cost 50 mana: at 1st level you may choose to use Belphegor for a physical attack. on successful Attacks, it places a black curse mark on whatever came in contact with the blow. The Mark is permanent and cannot be dispelled except by the Abyssal sovereign. The Object can be broken or removed but the remnants still remain under the effect. As a free action, the Abyssal sovereign can make the mark explode it deal his magical attack damage in force damage and in a Radius of 10ft, at 5th level it deals double the damage, at 9th level it deals triple the damage, and at 13th level four time the damage.

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{Dragon breath|active|lvl:1 } Breath weapon in the form of a cone or line of shadows energy.

It deals damage equivalent to your magical attack + 100% / lvl.

cost: 120 mp / secondes

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{Smite Good|active|lvl:max }: the creature can make a normal melee attack to deal extra damage equal to its total level against a good foe.

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{Darkness|active|lvl:max }

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

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{Desecrate|active|lvl:max }

This spell imbues an area with negative energy.

-Each times someone try to attack a undead within this area, they takes a penalty and can only deal half the damage.

-every undead creature entering a desecrated area gains a +10 profane bonus on attack speed and physical damage.

-An undead creature created within or summoned into such an area gains +10 HP /lvl.

-If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (only 1/4 damage penalty on attack agains undead, and for the undead in the area +20 profane bonus and +20 hP/lvl).

-Furthermore, anyone who casts a spell to create undead within this area may create as many as double the normal amount of undead.

-If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

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{Unholy blight|active|lvl:max }

You call up unholy power to smite your enemies.

The power takes the form of a cold, cloying miasma of greasy darkness.

Only good creatures are harmed by the spell.

The spell deals 75 points of damage per two caster levels

and causes target to be sickened for 1 minutes.

The effects cannot be negated by remove disease or heal, but remove curse is effective.

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{Poison|active|lvl:max }

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 30 points of temporary Constitution damage immediately and another 30 points of temporary Constitution damage 1 minute later.

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{Contagion|active|lvl:max }

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period).

-Blinding Sickness/ (temporary strenght damage of -10 as long as not cure)

-Cackle Fever/ Symptoms include high fever, disorientation, and frequent bouts of hideous laughter.(temporary wisdom damage of -16 as long as not cure)

-Filth Fever/ (temporary dexterity and vitality damage of -8 as long as not cure)

-Mindfire/ Feels like your brain is burning. Causes stupor. (temporary intelligence damage of -16 as long as not cure)

-Red Ache/ Skin turns red, bloated, and warm to the touch (temporary strenght damage of -12 as long as not cure)

-The Shakes/ Causes involuntary twitches, tremors, and fits. (temporary dexterity damage of -20 as long as not cure)

-Slimy Doom/ Victim turns into infectious goo from the inside out. Can cause permanent ability drain (permanent vitality damage of -10)

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{Blasphemy|active|lvl:max }

Any Good's creature's within the area of a blasphemy spell suffers the following ill effects.

The effects are cumulative and concurrent.

-Dazed: The creature can take no actions for 20 seconde, though it defends itself with dificulty.

-Weakened: The creature's Strength score decreases by 35 points for 1 minutes.

-Paralyzed: The creature is paralyzed and helpless for 10 minutes.

-Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy.

Creatures whose are stronger than your level are unaffected by blasphemy.

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{Unholy aura|active|lvl:max} ,

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

-First, each warded creature gains a +40 bonus on there physical defence and magical defence. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

-Second, a warded creature gains another +25 bonus on magical defence against good spells and spells cast by good creatures.

-Third, the abjuration blocks possession and mental influence, just as protection from good does.

-Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 20 points of temporary Strength damage.

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{unhallow|active|lvl:max}

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

-First, the site or structure is guarded by a magic circle against good effect.

-Second, all magic attack made to destroy undead only does half damage as penalty.

-Finally, you may choose to fix a single spell effect to the unhallowed site.

The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Spell effects that may be tied to an unhallowed site include: aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. ((NOTE: sorry it's to much, i will not explain every spell effect here. if you want to know what they does it's the version from d&d 3.5))

An area can receive only one unhallow spell (and its associated spell effect) at a time.

Unhallow counters but does not dispel hallow.

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{Horrid wilting|active|lvl:max}

This spell evaporates moisture from the body of each subject living creature, dealing 350 points of damage.

This spell is especially devastating to water elementals and plant creatures, which instead take 550 points of damage.

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Destruction

This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) if the target is stronger than you, it instead takes 500 points of damage. The only way to restore life to a being who has died against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

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[Balor Spawn] You have the ancestry of a Balor, the mightiest demon of the Abyss in your veins.

Once every 10 secondes, you can immolate yourself instantly, covering your body in flames that deal 50 points of fire damage to everybody grappling you. You also deal this damage on unarmed attacks. For each three Abyssal Heritor feats that you have, the damage is increased by 50. (curectly 8 additional feats) (total damage 150)

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SUMMONING MAGIC

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Summon monster IX (fiends and demon only|lvl:max)

This spell summons extraplanars creatures(fiends from another plane). It appears where you designate and acts immediately.

It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures:

one creature from the 9th-level list,

three creatures of the same kind from the 8th-level list, or

five creatures of the same kind from a lower-level list.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

Creatures cannot be summoned into an environment that cannot support them.

1st Level

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Fiendish Dire Rat

Fiendish Raven

Fiendish Monstrous Centipede, Medium

Fiendish Monstrous Scorpion, Small

Fiendish Hawk

Fiendish Monstrous Spider, Small

Fiendish Octopus

Fiendish Snake,

Small Viper

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2nd Level

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Lemure (devil)

Fiendish squid

Fiendish wolf

Fiendish monstrous centipede, Small

Fiendish monstrous scorpion, Medium

Fiendish shark, Medium

Fiendish monstrous spider, Medium

Fiendish snake,

Medium viper

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3rd Level

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Fiendish ape

Fiendish dire weasel

Hell hound

Fiendish snake, constrictor

Fiendish boar

Fiendish dire bat

Fiendish monstrous centipede, Huge

Fiendish crocodile

Dretch (demon)

Fiendish snake,

Large viper

Fiendish wolverine

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4th Level

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Fiendish dire wolf

Fiendish giant wasp

Fiendish giant praying mantis

Fiendish shark, Large1

Fiendish monstrous spider, Large

Fiendish snake,

Huge viper

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5th Level

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Achaierai

Devil, bearded

Fiendish deinonychus

Fiendish dire ape

Fiendish dire boar

Fiendish shark, Huge

Fiendish monstrous scorpion, Large

Shadow mastiff

Fiendish dire wolverine

Fiendish giant crocodile

Fiendish tiger

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6th Level

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Chaos beast

Devil, chain

Xill

Fiendish monstrous centipede, Gargantuan

Fiendish rhinoceros

Fiendish elasmosaurus1

Fiendish monstrous spider, Huge

Fiendish snake, giant constrictor

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7th Level

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Devil, bone

Fiendish megaraptor

Fiendish monstrous scorpion, Huge

Babau (demon)

Fiendish giant octopus1

Fiendish girallon

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8th Level

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Fiendish giant squid1

Hellcat

Fiendish monstrous centipede, Colossal

Fiendish dire tiger

Fiendish monstrous spider, Gargantuan

Fiendish tyrannosaurus

Vrock (demon)

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9th Level

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Devil, barbed

Fiendish dire shark1

Fiendish monstrous scorpion, Gargantuan

Night hag

Bebilith (demon)

Fiendish monstrous spider, Colossal

Hezrou (demon)

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JOBS WINDOW:

Assassin: Able to stealthily kill certain targets

Cook: Possesses above average cooking skills

Craftsman: Able to create items.

Enchanter: Able to grant Magical enhancements to items.

Farmer: Ability to farm the lands.

Item Creator: Able to create Magical items.

Light Swordsman: A swordsman specialized in using light swords

Light Warrior: A warrior specializing use of light equipment.

Magician: Able to use Magic offensively.

Minstrel: A skilled musician.

Monster tamer:

Smith: Able to forge metals and make weapons and other items.

Tailor: Able to mend and alter clothes.

Abyssal Sovereign: monster above monster. great demon prince of chaos and death.

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INVENTORY

[Trickster's Armour of Alteration]

As an action, this leather armour changes shape to be an outfit of your choice(just think of it and it will take that form or state the kind of clothes you want), or back to its runic leather armour form. The armour continues to give you the defense of leather armour, but looks like the clothing you chose, and holds up to physical inspection.It May take the form of any normal clothing set, such as a farmer's working clothes, a peasant's rags, a baroness's dress, etc . When the clothing is worn, it will feel very comfortable, even if in the form of something normally uncomfortable, and will shift in size to be a perfect fit to whomever is wearing them.If the clothing is held and a type of clothing is stated, the outfit will suddenly change into the outfit requested. The possible attributes to change are: Material (Silk, Burlap, Cotton, etc), Color, Type of Outfit (Workclothes, Dress, Monk's Robe, etc), and Detailing (Trim, Holes, Embroidary, etc). If a set attribute is not changed or removed when the item is changed, the new clothing will retain that attribute in some way. For example, if the clothing was in the form of a black suit with gold trim and was told to change into a gardener's workclothes, the result would be a set of black gardening clothes with gold trim. If the item is asked to turn into a type of clothing that could mean several different things, such as "servant's garb", the new form of the item will be the type of clothing that most closely resembled its previous form, such as turning into a stewards suit instead of a maid's dress and vice versa.

Double hp recovery of the wearer.

+30 physical and magical deffence.

The clothing has the ability repair itself when state to do so or automaticaly 1 hour after being broken.

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