《The Encyclopedia Arcane》 On the Biology of Elves An Extract from ¡®On the Sapient Species: An Anatomical Primer¡¯, by Senior Gosiah of Ithular:
| Those with a single skill often fixate upon seeking to accomplish as much as possible with their gift, taking a broad skill such as [Spellweaving], [Swordfighting] or [Exercise], as has been the latest trend. Do not mistake me, I understand the appeal. Every child grows up with the hopes that they may develop a second, or even a third skill in time, and when such dreams fail to materialize they look to maximize the scope of their one skill, spurred on by tales such as Alanne of the Blade or Betair of Fell Magics, leveraging a single skill into a breadth of power worthy of legends. However, I must encourage you to reconsider. There exist hundreds, thousands of dual-skilled hopefuls with similar designs, and their ability to take supplementary skills will enable them to consistently outperform you. Even if you are from a small town, you gain nothing by attempting to directly compete as a generalist. Also consider that Alanne and Betair are legendary figures, and that status is despite, not because of, the mastery of their solitary skills. Yes, it is possible for you to evolve your skill, and to sculpt your subskills in such a way that you establish your own niche within your general specialty, but then would you not have simply been in a better position sooner if you had begun within that niche? Even a level 50 [Weaving] skill will benefit you less than a level 5 [Cure Hide] or level 10 [Thread-Spinning] skill within their scope of influence. If you must take a broad skill, I can only advise you to exchange it with a new skill once you have determined which portions of your skill you use most often. It is within these specific, niche skills where you will find your greatest value. There is always demand for a new scribe with [Elegant Handwriting], a new soldier with [Shield Block], battlemage with [Fireball], or courier with [Marathon Running], and you can truly make your skill your own in a way which those with more skills than you could never so much as dream of. Each new subskill, each skill evolution, is more potent than the last, and you will be capable of dedicating all of your efforts to your solitary skill. Never forget, Alanne of the Blade was said to have begun with a simple [Parry] skill. It was through tireless devotion to leveling, expanding, and evolving it that she became the Sword Saint. That is the true way forward, begin narrow and grow. Do not stunt your growth attempting to do everything poorly, but by becoming the very best at a single perfected skill. |
| Possessing two skills is an uncommon feat, I do not wish to diminish the elation you must be feeling at this time, but it is important to know this does not make you twice as powerful as your peers with a single skill. After all, they have the ability to focus all of their efforts into growing that single skill, and much of the time that single skill will be very specific. A [Piercing Spear-Thrust] will overcome a similarly-leveled [Armor Mastery], but a [Strike] will fail against a similarly-leveled [Shield Block]. You may still follow the advice I have given to those with a single skill just as surely as it applies to them, but you are yet capable of far more. For while there is power in specificity, the true potential of a second skill is within its versatility. |
| There are many different strategies which dual-skilled individuals employ. The first and most common is to take two complimentary skills, which may each be practiced in very similar situations. For instance, [Marathon Running] and [Sprinting] carry obvious overlapping use cases, and they may both be leveled simultaneously by running very fast for a very long time. This approach carries with it the obvious benefit that the two skills are thus very easy to merge due to their compatibility, and is equally scalable. Merging [Marathon Running] and [Sprinting] into something akin to [Footracing] subsequently allows for the development and even later merging of additional skills such as [Delicate Steps], [Wall-Running], [Steady Footing], or more. It is also, naturally, possible to take two skills which do not particularly overlap with one another but nonetheless possess great synergy, such as [Marathon Running] and [Meditation] enabling particularly skilled individuals to run literally forever, meditating while they run. This can be quite potent when executed properly, but should be done with care as most skills do not provide any particular benefit when utilized by the same person. |
| The next approach is to take a broad skill, such as [Smithing], and a very specific skill that pairs well with it, such as [Precise Hammer-Strike]. This is often done with the explicit goal of merging the specific skill into the broader skill, and is quite effective in that regard, providing a steady supply of improved skills and incredible utility between each merge. They manage to reap the benefits of a broad skill, while not forcing themselves to reach nearly the pinnacle of power before possessing potent tricks of their own. Stolen content alert: this content belongs on Royal Road. Report any occurrences. It is of course important to remind those of you planning to take this opportunity that merges are usually inferior to a skill evolution. While merging [Lightning Magic] and [Lightning Strike] is not by any means a poor option, frequently granting a [Lightning Strike]-type subskill and enabling easy casting of offensive lightning magic even without a dedicated skill for it, not only will such a merge cause you to lose much of the progress you gained with [Lightning Strike] as its own skill, including most subskills, so too does it in many ways reset any progress made in evolving [Lightning Magic] purely through its own efforts. Lightning cast with [High Lightning Magic] or [Storm Magic] is oft substantially more powerful than even a [Lightning Battlemagic] skill resultant from merging [Lightning Magic] with [Lightning Strike] and a subsequent [Steady Casting]. This is not to denigrate skill merging, of course, as it remains one of your most potent tools as a dual-skilled individual. I simply seek to remind you that merging skills is not lossless, either in the combined capabilities of each skill individually, or in the influence it has in advancing your skills in other ways, even when unambiguously positive. The other route, and certainly the safer one to take with this combination of specific and broad skill, is to utilize your specific skill as your primary, with the broad skill acting as a supplement. [Crafting] can enhance [Precise Hammer-Strike] directly, and to great effect, making it far easier to level the latter and develop subskills for it, even without merging the two. |
| The most ambitious twice-blessed, meanwhile, take one broad skill and a skill meant to support its growth. While undeniably potent when successful, it carries a substantial degree of risk due simply to how challenging it is to work with any broad-scale skill. Unlike supplementing [Fire Magic] with a [Fireball], supplementing [Fire Magic] with [Skill Mastery] provides no particular advantage when casting spells, and thus attempting to actually utilize [Fire Magic] must be capable of casting their spells manually every time they wish to utilize one until they develop an appropriate subskill. Yes, this feat becomes properly possible for the average mage with a second skill to speed up their subskill acquisition (or otherwise generally aid in spellcasting) or skill leveling, but it is still no mean feat. Even for those who do not wish to tread the difficult path of the free-casting mage, taking a skill pair such as [Crafting] and [Learning] presents all the same difficulties of any broad skill- the minor benefits per level, difficulty leveling, and requirements to develop subskills to mimic even a fraction of the power of a dedicated skill- and tends to obviate the difficulty of one, or at most two of them. This still leaves you at a disadvantage not only compared to your dual-skilled peers with one or two immediately useful skills, but also to the single-skilled, with a single mastered skill at their disposal. The incredible potential, of having a high-level and useful incredibly broad skill, is of course why people still choose this path, but it is a difficult and long road to walk, as while the benefits after decades of work may be great, so too would dedication to any path provide great rewards after that much time. |
| Those of you fortunate enough to possess three skills are best to pay heed to much of my advice given to dual-skilled individuals, as all of the advice there is wholly applicable. In fact, skill merging is even more appealing for the thrice-blessed, as merging three skills simultaneously is often superior to even the best skill evolutions. Furthermore, the synergy of three skills working in combination with one another is truly grand. [Footwork] and [Melee Combat], with the potency of a skill such as [Sword Strike], has been the start of many a legendary warrior. Each improves the other, and the drawbacks of two broad skills are negligible when obviated by something immediately useful to supplement them. I shall not recant all of my advice for the double-skilled to you, for you may infer how they are improved with a third skill. Instead, I shall endeavor to present an option which a third skill has opened to you: Knowledge. To know the details of your skills, to know the details of other¡¯s skills, these things are powerful. For warriors, knowing whether your opponent possesses [Shield Block] or [Sword Strike] may be the difference between life and death. For administrators, seeing if your assistant possesses [Sabotage] or [Elegant Handwriting] as surely vital, just as a craftsman benefits from knowing whether the traveling salesman possesses [Glib Lying] or [Find Hidden Treasure] or knowing if a newly-hired assistant speaks the truth that their [Weaving] skill is indeed level 20. Even your own skills contain hidden depths, nuance and detail far beyond that which their pitiful descriptions may be capable of conveying. Subskills and evolutions, merging and skill unlocks, all of these are but the very start to the truth underneath. I have done my best to convey what you receive, but predictions and details are beyond my power. It is for this reason I say those who possess three skills are best suited to take one which grants information. [Status], [Appraise], and their ilk may be challenging to earn, and are best earned via evolving something similar into them, but the knowledge they provide may be the most valuable thing you could do with a third skill. You would still have two other skills to work with, as many as most could ever hope to have, but with the introspection and knowledge to truly maximize them. Of course, you could even seek to combine them, make information your true calling. Combine [Status] and [Appraise], develop [Share Skill], and perhaps one day you could join me, pushing forward the system for everyone, providing knowledge which all may better themselves with. What higher calling could there be? |
| Welcome! System has initialized for new User. Beginning integration. Please wait |
| Answer |
| Mana has reached sufficient density to initialize System access. |
| Error |
| Body not found. Offer: Would user like to recreate previous body utilizing existing records? |
| Error |
| User has no preexisting records. Allow scanning of soul to recreate previous body? If declined, user will need to recreate body from System interface. |
| Confirmed |
| User has selected manual recreation of body. Type: {Bipedal Quadruped}. Please provide species for base template creation. |
| Answer |
| The most common {Bipedal Quadruped} species which the System has records of are as follows. For additional information, query a humanoid type. |
| Human |
| Elf |
| Dwarf |
| Avior |
| Gnome |
| Halfling |
| Corvus |
| Orc |
| Goblin |
| If none of these creatures adequately match user¡¯s species, query here for additional options. If the user was a member of an aquatic species, query here. |
| Human | |
| Strengths | Endurance, Willpower, Stability |
| Weaknesses | Memory, Attunement, Affinity |
| Description | A pack-based endurance hunter. Adept with thrown weaponry. Native to grasslands. Capable of surviving in most moderate climates. |
| Skill | Steadfast. Utilize Willpower in place of Health, Stamina, or Mana. |
| Elf | |
| Strengths | Variable |
| Weaknesses | Variable |
| Description | A pack-based forager. Adept with Spellweaving. Native to forests. Capable of adapting to survive in any climate. |
| Skill | Adaptive. Freely reassign stats and resistances. |
| Dwarf | |
| Strengths | Resistance, Dexterity |
| Weaknesses | Agility |
| Description | A pack-based scavenger. Adept with stone and metal. Native to subterranean glens. Best in dark and cold climates. |
| Skill | Soulforger. Created items naturally reflect your skills, stats, and resistances. |
| Answer |
| Strengths are indicative of which stats typically grow faster for these species independent of all other sources of stats. The degree to which they grow varies, and some individuals may experience growth in excess of their species¡¯ Strengths. The number of strengths is not indicative of the rate of growth, and a species with two Strengths may possess higher or lower growth rates in said stats than a species with three Strengths. Weaknesses are similar, though indicate a lower average rate of growth in lieu of a higher one. |
| Avior | |
| Strengths | Agility, Perception |
| Weaknesses | Endurance, Resistance, Strength |
| Description | A solitary aerial predator. Adept with Ritualism. Native to mountainous regions. Ill-suited to cold or windy regions. |
| Skill | Windborne. Spend Mana to influence local air currents for flying maneuvers. |
| Gnome | |
| Strengths | Dexterity, Intelligence, Focus |
| Weaknesses | Agility, Strength |
| Description | A colony-based scavenger. Native to crepuscular forests. Best in warm, humid climates. |
| Skill | Spark of Life. Spend Mana to animate a touched object. |
| Halfling | |
| Strengths | Dexterity, Agility |
| Weaknesses | Willpower, Perception, Focus |
| Description | A pack-based ambush hunter. Native to landwaves. Ill-suited for rocky or coastal regions. |
| Skill | Lucky Escape. Evade capture, notice, or restraints. |
| Corvus | |
| Strengths | Perception, Intelligence, Memory |
| Weaknesses | Resistance, Strength, Affinity, Focus |
| Description | A pair-oriented aerial scavenger. Ill-suited to warm climates. |
| Skill | Clawed Grasp. Store a held item in a personal pocket dimension. |
| Answer |
| Corvus are not crows or ravens, though they do share many common features. |
| Answer |
| Corvus wings are not prehensile. |
| Orc | |
| Strengths | Strength, Resistance, Endurance |
| Weaknesses | Focus, Memory, Intelligence, Perception |
| Description | A pack-based pursuit hunter. Adept with strength. Native to subterranean deserts and rocky valleys. Best suited for more moderate climes. |
| Skill | Furious Strength. Greatly increase strength with lost health, spend health to magnify effect. |
| Goblin | |
| Strengths | Dexterity, Agility, Willpower |
| Weaknesses | Affinity, Focus, Stability, Memory |
| Description | Colony-based scavenger. Native to subterranean deserts and rocky valleys. Ill-suited for grasslands and more extreme colds. |
| Skill | Bouncy. A portion of all incoming kinetic damage is instead translated to imparting physical momentum to the user. Increased resistance to deformation-related damage. |
| Answer |
| Some less common {Bipedal Quadruped} are as follows. |
| Giant |
| Ruxsi |
| Kobold |
| Esgerath |
| Naga |
| Engli |
| Troll |
| Kitsune |
| Sheff |
| Cewri |
| If this list is once again inadequate, query here for additional options. |
| If user was a more unusual form of {Bipedal Quadruped} with substantial influence upon their normal biology, query here instead. |
| Giant | |
| Strengths | Strength, Resistance, Perception |
| Weaknesses | Agility, Dexterity, Spirit |
| Description | A solitary pursuit hunter. Adept with divination. Native to all climates, ill-suited to subterranean climes. |
| Skill | Keen Eye. Spend stamina to peer through some objects. |
| Ruxsi | |
| Strengths | Memory, Willpower |
| Weaknesses | Resistance |
| Description | A pack-based ambush predator. Native to warm boglands. Ill-suited to temperate or cold climates. |
| Skill | Suspend. Spend mana to slow or pause biological functions. |
| Kobold | |
| Strengths | Agility, Affinity |
| Weaknesses | Strength, Stability |
| Description | A pack-based ambush hunter. Native to rocky deserts and mesas. Capable of surviving in most moderate climates. |
| Skill | Draconic Spirit. Increase attributes and gain bonus skills when living in proximity to a dragon-type creature. |
| Esgerath | |
| Strengths | Spirit, Focus |
| Weaknesses | Resistance, Strength |
| Description | Solitary arcanivore. Adept with spellweaving. Native to warm forests, rainforests. Ill-suited to cold climates. |
| Skill | Arcane Inheritance. Spend mana, health, willpower, stamina to create personalized magic focus. |
| Naga | |
| Strengths | Agility, Memory, Spirit |
| Weaknesses | Intelligence, Perception, Stability |
| Description | Solitary arcanivore. Adept with manifestation. Native to subterranean wetlands. Capable of surviving in most climates. |
| Skill | Ascent. Spend mana to treat water or air as a solid surface. |
| Engli | |
| Strengths | Affinity, Stability, Spirit |
| Weaknesses | Memory, Willpower |
| Description | Solitary airborne predator. Adept with radiance. Native to mountainous regions. Capable of surviving in temperate non-subterranean climates. |
| Skill | Radiant Ascent. Regenerate mana, stamina, when immersed in bright light. |
| Troll | |
| Strengths | Strength, Endurance, Resistance |
| Weaknesses | Intelligence, Memory, Willpower, Stability, Focus |
| Description | Solitary ambush predator. Potent regenerator. Capable of surviving in any environment. |
| Skill | Endless Maw. Consuming food in excess of normal biological limits automatically restores health |
| Kitsune | |
| Strengths | Focus, Affinity, Intelligence |
| Weaknesses | Strength, Resistance |
| Description | Semi-biological trickster. Adept with illusions. Native to temperate valleys and forests. |
| Skill | True Illusion. Spend mana to reinforce sensory experience of sustained illusion, making it more difficult to pierce or discover. |
| Sheff | |
| Strengths | Spirit, Variable |
| Weaknesses | Variable |
| Description | Animalistic shapeshifters. Associated with a single vertebrate non-humanoid species. |
| Skill | Manifest Spirit. Spend stamina to channel features of alternative form without transforming. |
| Cewri | |
| Strengths | Strength, Stability |
| Weaknesses | Dexterity, Perception |
| Description | Solitary foragers. Native to forests. Ill-suited to subterranean or hot environments. |
| Skill | Immobilizing Grasp. Spend stamina to disable use of mana, stamina from grasped creature smaller than you. |
| Answer |
| The following species have been grouped together due to substantial changes from their base body, usually due to the influence of another realm or plane in one form or another. This means their natural body types may resemble one of any other {Bipedal Quadruped} and in rare circumstances may be capable of eventually earning species-exclusive skills from their origin species. |
| Changeling |
| Graveborn |
| Cinderling |
| Umbran |
| Fragment |
| Radiens |
| Changeling | |
| Strengths | Focus, Affinity |
| Weaknesses | Willpower, Stability |
| Description | Faerie-influenced mortal being. Capable of surviving in most climates. |
| Skill | Inherit Role. Gain additional experience when interacting with high-level individuals in proportion to the degree to which you impact their decisions made. |
| Graveborn | |
| Strengths | Attunement, Resistance, Willpower |
| Weaknesses | Spirit |
| Description | Hades-touched mortal being. Adept with death magics. Capable of surviving. |
| Skill | Harvest Spirit. Gain additional experience when slaying another creature. |
| Cinderling | |
| Strengths | Affinity, Spirit, Attunement, Willpower |
| Weaknesses | Resistance |
| Description | Hell-influenced mortal being. Adept with fire magics. Capable of surviving in extreme climates, ill-suited for temperate climates. |
| Skill | Infernal Deal. Enforce contract with user¡¯s and target¡¯s mana as collateral. |
| Fragment | |
| Strengths | Spirit, Focus, Attunement, Stability, Affinity, Intelligence, Willpower, Perception, Memory, Strength, Endurance, Resistance, Dexterity, Agility |
| Weaknesses | |
| Description | Semi-elemental divine avatar. Adept with magic. Not native. Capable of surviving in all regions. |
| Skill | Divine Bestowal. Imbue a fragment of power into another item or being to empower it and make it semi-divine. |
| Answer |
| Fragments are no less capable of growth and mastery than any other species. Their attunement to the divine often results in substantially higher growth rates than is typical. |
| Confirm User as Fragment species? |
| Warning This choice is irrevocable. |
| Acknowledged |
| Please apply appropriate adjustments to base Fragment body, appearance, and biological modifications to best match user¡¯s original body. |
| Answer |
| User is requested to not apply biological modifications not already a part of their original body, to reduce likelihood of unforeseen rejections. As knowledge of existing modifications was denied alongside in-depth soul scan, user is provided with common options which this System is capable of applying. Specialist modifications may need to be re-applied after System instantiation of new body. Apologies for any inconvenience. |
| Answer |
| User has indicated they have recreated their body. Beginning biological initialization. |
| Alert |
| Skill {Divine Bestowal} has been utilized to ascend item {Rock} into artifact {Primal Focus of Xalfa} |
| Alert |
| Skill {Divine Bestowal} has been utilized to ascend item {Guardsman¡¯s Spear} into artifact {Pilan, The Spear of Pierced Heavens} |
| Alert |
| Title Unlocked |
| {Demigod of Blood} |