It's Time
[Stats]
Experience Gained
Monster XP (Split in half between both Monster Races): 14250
Class XP: 7125
(Spirit)Monster Level: 8 (775/1000 EXP)
(Undead)Monster Level: 8 (775/1000 EXP)
Sorcerer Tier: 2 (Level 8: 625/1000 EXP)
Health: 280/280
Skills and Abilities
Mindless Army (Takes focus and about an hour to create one. They last indefinitely however unless destroyed): Create emanations that can take any form, but lack personality or self preservation instincts. Always infused with light.
Potion Creation (Takes several hours, depending on potion type and strength): You can create low-level potions, including low-yield explosives.
Potion Creation II (Takes several hours, depending on potion type and strength): You can create Mid-level potions, including Mid-yield explosives.
Exotic Study (Learn one Exotic elemental Magic type)
Exotic Study II (Learn another Exotic Elemental Magic Type)
Combination Magic (Combine two elements for basic spells. Example: Fire and earth to create magma)
Immaterial Form: Can temporarily become fully ethereal rendering you temporarily immune to physical damage and giving you a further 200% resistance to all magic while Immaterial. You cannot physically interact with material beings while Immaterial. (Spirit Active Skill)
Spells
Elemental Bullet: You can launch bullets of any element you know magic for. (Fire, Wind, Earth, Water, Death, Dark, Light)
Elemental Lance: You can launch lances of any element you know magic for. (Fire, Wind, Earth, Water, Death, Dark, Light)
Elemental Field: You can create an area of effect around you of any element you know magic for. (Fire, Wind, Earth, Water, Death, Dark, Light)
Mana Drain: You can drain magical energy from opponents to infuse your own magic.
Elemental Burst: Can create a spot within visual distance of you that causes damage to any one within five meters of it of any element you know magic for. (Fire, Wind, Earth, Water, Death, Dark, Light)
Fire Magic
Wind Magic
Earth Magic
Wind Magic
Death Magic
Dark Magic
Light Magic
Marking: Seal the powers of a target and force their obeisance after defeating them. Can only be used on a completely defeated opponent.
Grave Touch: A touch attack. Deals Death and Ice Elemental Damage and paralyzes enemies. (Undead Active Spell)
Passives
The Doom To Come: All your attacks will always do at least 5% of the damage they would do against a target with 0 defenses, bypassing immunities. Gain a 20% boost to both physical and magical attacks.
Ancient Child: Resistance to light and dark boosted by 500%. Physical Attack and Defense boosted by 150%. Spells Power boosted by 200%
Ethereal Knowledge: A further increase of 100% to spell power. Can see and interact with Ethereal beings as if they were material.
Spooky Calcium: Physical Defense Boosted by 1000%, Spells by 200%, Dark Elemental Magic by 400%. 1000% damage from Light and 300% from Fire, healing spells harm instead of heal.
Soul Eater: Killing others heals you for 10% of their max HP.
Elemental Affinity-Death: Immune to Death Element and spells of the Death Element are boosted by 1000%.
Time Distortion: Can take an extra action.
Hero-Like: Gains a 10% boost to physical attack when fighting Dark aligned creatures, always know the general location of targets.
Protection of the Heavens: Immune to Paralysis, other status effects, Mind Control, Unwilling Transformations and instant death effects. Boost physical and Magical Defenses by 200%.
Experience Gain: 200% Monster 100% Class
Physical Attack Increase: 170% (180% if opponent is Dark Aligned)
Physical Defense Increase: 1350%
Magical Defense Increase: 200%
Dark Resistance Increase: 500%
Light Resistance Increase: -500%
Fire Resistance Increase: -300%
Spell Power Increase: 620%
Dark Elemental Attack Increase: 400%
Death Elemental Attack Increase: 1000%
0 comments
No comments yet
The story has no discussion yet. Leave a note here when a branch gives you something to say.
No chapter comments yet
No one has commented on this branch yet. Add the first note above.