《Infinite Realm: Monsters & Legends》 Not a Chapter - Artwork Spoilers all around - All main characters together: in order from left to right: Ryun, Zach, Nayra, Reyla, Kael, Anrosh Important moments, three scenes. Major spoilers. TMS Sect - Spoilers! Support the creativity of authors by visiting Royal Road for this novel and more. Ryun - Spoilers before chapter 158 Zach - Minor spoilers Anrosh - Minor Spoilers before chapter 167 Reyla and Nayra - Minor Spoilers Kael - Minor Spoilers before Volume 3 PROLOGUE An End and a Beginning ¨C Part One Ryun In the beginning, or at least something resembling a beginning, there were only the Three: entities born out of nothing and everything, existing in the void that contained everything. The Three had always existed, or if they¡¯d had a birth, they did not remember it. The Three did not know of a time when they had not been in one another¡¯s presence. They existed for time beyond counting, and in that time they had done many things: argued about the nature of their existence, fought, loved, hated, and ignored one another. In time, they devised games to occupy themselves. Yet over the ages, they grew bored of it all. They knew one another as well as they knew themselves, and so there were no longer any surprises, as each could anticipate the others¡¯ actions¡ªuntil, one day, an idea struck them at the same time, a way to break the monotony and boredom. They discussed the best way to proceed, argued about the details of their plan, but eventually decided that a practice run was the best way to proceed, so that they could learn, and adjust before enacting their idea. And so the Three joined their powers and brought into existence reality itself. Infinite universes, in countless forms with unending iterations of every universe. It took them some time to get it right, but eventually they manipulated this new reality to give birth to life in its immeasurable variants and shapes. Over countless ages they watched over it, refining and manipulating life to create more and more interesting beings. In the end they realized that for all that there was, and a countless amount of beings for them to watch, patterns emerged, and again their boredom returned. Seeing that they had reached the limit of what this reality could offer them, they decided that it was time for them to move on to the next stage. They had prepared to wipe out all of reality in order to craft a new and improved version, when one of them made a suggestion for them to pick those worthy from the doomed reality and allow them a chance for survival. A test. The others agreed. They created the new reality, and a system, Framework, that would allow the races to gain more power in order to survive and thrive, which introduced more chaos to entertain them. Each of the Three fashioned one facet of the Framework, and all three of them gave a sliver of themselves to give birth to a being whose job was to watch over the Framework and deal with the mortal beings. Then they picked nine worthy races across the reality which was soon to be destroyed, and they chose nine iterations of each race across the multiverse. And to them they gave the Framework, and the test of worthiness.
| Time to the end of the world: 00 hours 09 minutes. Rankers, be ready for transport to the Infinite Realm. |
| Time to the end of the world: 00 hours 06 minutes. Rankers, be ready for transport to the Infinite Realm. |
| Time to the end of the world: 00 hours 00 minutes 31 seconds. Rankers, be ready for transport to the Infinite Realm. |
| Time to the end of the world: 00:hours 00:minutes 31:seconds. Rankers, be ready for transport to the Infinite Realm. |
| Congratulations! You are on the Ranker list, and are eligible for a place in the new reality. Prepare for transport to Infinite Realm. |
| Ranker Name | Level | Cultivation Realm | Skills |
| 1. Ryun Nacht | 65 | Mid Lord | 3 (2-tier 2; 1-tier 3) |
| 2. Zacharia Gardner | 85 | Mid Mortal | 5 (3-tier 1; 2-tier 2) |
| 3. Gloria Hightower | 83 | Mid Mortal | 4 (2-tier 1; 2-tier 2) |
| 4. Nkiruka Bezi | 82 | Early Mortal | 4 (3-tier 1; 1-tier 2) |
| 5. John Grisom | 82 | Early Mortal | 4 (3-tier 1; 1-tier 2) |
| 6. Anastasia Sokolova | 81 | Early Mortal | 3 (2-tier 1; 1-tier 2) |
| 7. Marcus Grisom | 80 | Early Mortal | 3 (1-tier 1; 2-tier 2) |
| Framework initializing. Prepare for integration. |
| Name | Ryun Nacht |
| Essence worth | 3000 |
| A Class is a structure that facilitates growth. Each Class has three abilities which can be upgraded based on a branching path. The power of these abilities depends on the Class and its rarity. Leveling a Class requires Essence. |
| A Cultivation path is a way of reinforcing a person¡¯s body and spirit. Each path has a unique style and unique breathing forms, along with three techniques which can be evolved. The power of a path depends on the path and its rarity. Climbing through the Cultivation stages requires Essence. |
| Skills are the paths to perfection and greater understanding. Each skill helps a person do one thing and can evolve as a person¡¯s understanding of the skill grows. Skills require Essence to purchase, but do not require Essence to evolve. Instead, the completion of skill quests is required. |
| Class | Cultivation | Skills |
| Fighter (common) ¡ª 2000 Essence | Path of the Fist (common) ¡ª 2800 Essence | Danger Sense |passive| (common) ¡ª 2400 Essence |
| Hunter (common) ¡ª 2100 Essence | Path of the Watcher (common) ¡ª 2850 Essence | Clear Sight |passive| (common) ¡ª 2600 Essence |
| Thief (common) ¡ª 2200 Essence | Path of Knowledge (common) ¡ª 2900 Essence | Cut |active| (common) ¡ª 2800 Essence |
| Scout (common) ¡ª 2800 Essence | Path of the Sword (common) ¡ª 2950 Essence | Strike |active| (common) ¡ª 2900 Essence |
| Path of the Storm (rare) ¡ª 300,000 Essence Follow the path of the elements. Harness the power of the heavens themselves. |
| Path of the Final End (rare) ¡ª 250,000 Essence Follow the path of pure destruction. Harness the power of your inner spirit. |
| Path of the Rampaging Earth (rare) ¡ª 150,000 Essence Follow the path of primal destruction. Harness the power of the Earth. |
| Welcome to the Framework. |
| Name | Ryun Nacht |
| Race | Human (Earth¡ªIteration Seven) |
| Titles | / |
| Essence | 0 |
| Strength | 6 |
| Dexterity | 7 |
| Vitality | 7 |
| Endurance | 6 |
| Intelligence | 7 |
| Wisdom | 8 |
| Cultivation | The Path of the Final End( R ) |
| Stage | No Stage (0/100 Essence) |
| Base technique | / |
| Branch technique | / |
| Fruit technique | / |
| Active Skills |
| Cut (0/10) |
| Name | Zacharia Gardner |
| Race | Human (Earth¡ªIteration Seven) |
| Titles | / |
| Essence | 150 |
| Strength | 8 |
| Dexterity | 8 |
| Vitality | 8 |
| Endurance | 9 |
| Intelligence | 7 |
| Wisdom | 8 |
| Class | Swordsman (U) |
| Level | 0 (0/100 Essence) |
| Combat Ability | / |
| Movement Ability | / |
| Support Ability | / |
| Active Skills |
| Strike (0/10) |
| Deposit 100 Essence into your Class? Y/N |
| Congratulations, you have reached level 1 in the Class Swordsman! 3 attribute points available! New Ability Unlocked¡ªPiercing Stab |
| Young Aniwye LVL 2 |
| Young Aniwye slain ¡ª 100 Essence |
| Achievement unlocked, title available¡ªFirst Kill | Reward: 5000 Essence |
| Titles | Reward | |
| First Kill | Be the first person to kill a monster in the Framework-run world | 5000 Essence |
| Name | Zacharia Gardner |
| Race | Human (Earth¡ªIteration Seven) |
| Titles | First Kill |
| Essence | 0 |
| Class | Swordsman |
| Level | 9 |
| Combat Ability | Piercing Stab |
| Movement Ability | / |
| Support Ability | / |
| Strength | 19 |
| Dexterity | 27 |
| Vitality | 20 |
| Endurance | 21 |
| Intelligence | 7 |
| Wisdom | 8 |
| Active Skills |
| Strike (0/10) |
| Name | Ryun Nacht |
| Race | Human (Earth¡ªIteration Seven) |
| Titles | First Kill |
| Essence | 4,000 |
| Strength | 11 |
| Dexterity | 12 |
| Vitality | 12 |
| Endurance | 11 |
| Intelligence | 12 |
| Wisdom | 13 |
| Cultivation | The Path of the Final End ? |
| Stage | Early Mortal (0/40,000) |
| Base technique | Empower |
| Branch technique | / |
| Fruit technique | / |
| Active Skills |
| Cut (1/10) |
| Cloud Gull (LVL 67; Early Mortal) |
| Welcome to the Infinite Realm. |
| Name | Zacharia Gardner |
| Race | Human (Earth¡ªIteration Seven) |
| Titles | First Kill, First to Ten, Adventurer, Hero of Promise, Chief, Leader, One Against Many, First to Sixty |
| Essence (Greater) | 506 |
| Class | Blade Master |
| Level | 85 (0/610 Greater Essence) |
| Combat Ability | White Wing |
| Movement Ability | Winged Leap Support the creativity of authors by visiting the original site for this novel and more. |
| Support Ability | Light Chains |
| Cultivation | The Path of the Lightning Blade ? |
| Stage | Mid Mortal (13/150 Greater Essence) |
| Base technique | Inner Peace |
| Branch technique | Focus |
| Fruit technique | / |
| Passive Skills | Active Skills |
| Combat Mastery (10/10) >> Sword Mastery (7/10) | Strike (10/10) >> Great Strike (4/10) |
| Weakness Sense (5/10) | Evade (9/10) |
| Sealing Slash (5/10) |
| Perks |
| Riposte (Class Perk) |
| Wind¡¯s Child (Class Perk) |
| Wind Lord (Class Perk) |
| Consequence (Class Perk) |
| Second Chance (Class Perk) |
| Strength | 155 |
| Dexterity | 251 |
| Vitality | 107 |
| Endurance | 108 |
| Intelligence | 95 |
| Wisdom | 90 |
| Crab of the Deep (LVL 65; Early Mortal) |
| Name | Zacharia Gardner |
| Race | Human (Earth¡ªIteration Seven) |
| Name | Ryun Nacht |
| Race | Human |
| Titles | First Kill, Adventurer, Hero of Promise, Transcended, First Body of Iron, First Quickened Mind, First Lake of Qi, Beaten but not Broken, Cannibal, One Against Many, First Lord, First Qi Manipulator, One Against Horde, First True Body, Hated Foe, One Man Army, Butcher of Humanity |
| Essence (Greater) | 3,000 |
| Class (Sealed) | Harbinger (E) |
| Level | 65 (0/160 Greater Essence) |
| Combat Ability | Bringer of Sorrow |
| Movement Ability | Inevitable Step |
| Support Ability | Reave |
| Cultivation (Sealed) | The Path of the Final End (E) |
| Stage | Mid Lord (1270/12,000 Greater Essence) |
| Base technique | Tranquil Mantle |
| Branch technique | Silent Breath |
| Fruit technique | Final End |
| Passive Skills | Active Skills |
| Combat Mastery (10/10) >> Sword Mastery (5/10) The story has been taken without consent; if you see it on Amazon, report the incident. | Cut (10/10) >> Greater Cut (10/10) >> Spatial Cut (9/10) |
| Seismic Sense (10/10) >> Vibration Sense (9/10) | |
| Perks |
| Body of Iron (Path Perk) |
| Quickened Mind (Path Perk) |
| Lake of Qi (Path Perk) |
| Feast (Class Perk) |
| Vampire (Class Perk) |
| Regenerator (Class Perk) |
| Silent Hunter (Class Perk) |
| Qi Manipulator¡ªWeaver of Destruction (Path Perk) |
| True Body¡ªUntethered (Path Perk) |
| Indomitable (Title Perk) |
| Reaper¡¯s Aura (Title Perk) |
| Strength | 486 |
| Dexterity | 487 |
| Vitality | 571 |
| Endurance | 486 |
| Intelligence | 459 |
| Wisdom | 514 |
| Welcome to the Infinite Realm. |
| Total Understanding | Achieve nine tier 9 skills | +100 to all base stats, +10% to all base stats, Image, 50,000 Immortal Essence |
| Congratulations! You¡¯ve achieved the pinnacle of your focus! And you have gained great power. Image formation unlocked. Skill synchronization ¡ª 100% Image formation ¡ª Advent |
| Image: The Master of Aspects | Your skills and path are those of one who masters the Aspects. The image of the Master of Aspects surrounds you and based on your will can influence the reality around you. Current Image formation grade: Advent |
| Class | Description | Powers |
| Master of Aspects | I master the Aspects. You are a warrior that masters and commands the Aspects. Using your connection with different Aspects, you unleash an awesome power. | Aspectbind: You may bind a single Aspect to your Soul, imparting the core tenets of the Aspect into yourself. This will alter your Soul and make your use of that Aspect far more powerful. Gain +35% to strength and intelligence. !Gain one of the following: - (Aspect) Overload support ability: Aspect depends on the Aspectbind choice. Greatly increases the effectiveness of next power used with the related Aspect. - (Aspect) Barrage offensive ability: Aspect depends on the Aspectbind choice. Execute a powerful attack from your palm with the chosen Aspect. -Might and Intellect: Gain plus 25% to base strength and intelligence. |
| Custodian of Knowledge | You shelter knowledge. You are intrinsically linked with the Aspect of Knowledge. Retaining, learning, and protecting knowledge is your goal. But being focused on knowledge does not mean that you are powerless, because knowledge is power. | Mentalist: All Mental related Aspects have their effectiveness increased by 150% and your processing speed is increased by 100%. Gain +25% to wisdom and intelligence. !Gain one of the following: - Quick Read support ability: Allows to instantly read and know information as long as it is in the written form. - Impart Knowledge support ability: Impart any of your knowledge to another party. Amount and comprehension depends on the other party. -Wisdom and Intellect: Gain plus 25% to base wisdom and intelligence. |
| Second Mind (Class Perk) | You gain a secondary mind which runs in your subconscious parallel to your conscious thoughts, allowing you to think of two things at the same time. The Second Mind will be able to take advantage of your Mind-related powers independently of your primary. |
| Mind Spirit (Class Perk) | Once per day, you may draw out a Mind Spirit based on your mind, allowing it to fight beside you. The Power of the Spirit depends on your own power and state of mind at use. Duration depends on the highest stat. |
| Mind Lance (Class Perk) | Five times a day unleash a powerful mental attack directly into your opponent''s mind. This is a purely destructive attack that causes mental damage equal to 10x your intelligence. |
| True Link¡ªShared Might (Class Perk) | Allows you to transfer up to 20% of your stats to your bond partner. Effect duration depends on your bond with Nahamassa Plainrunner. |
| Blade Augment (Class Perk) | Using this perk grants your Blade-related weapon an overall increase in effectiveness by 100%. Effect lasts until turned off or until your mental stamina is drained. |
| Aspect Unleash (Class Perk) | Once per month, unleash a powerful explosion out of your body made out of all the Aspects in your Arsenal, dealing 10x all your total stats in damage. |
| Mind Prison (Class Perk) | Once per month unleash a mental attack that traps the target inside of a Mind Prison shaped by you and your thoughts. Your connection to Mind Aspect dictates the fidelity of the prison. |
| Dampen Essence (Class Perk) | Once per month, close the connections between the Real Realm and Aspect Planes in a five meter sphere around yourself, dampening all Essence use and reducing the tier of surrounding Essence to 1. |
| Attunement | Description |
| Arsenalsoul | The Aspects within your Arsenal have a greater influence over your Soul, granting you increased effectiveness when using those Aspects and greater resistances against them used against you. Gain +35% to strength and intelligence. |
| Aegis of Titanic Protection (Class Perk) | Once a day summon a protective shield around yourself and every ally in a large range. The shield''s durability is equal to 15x your endurance and 5x your intelligence. |
| True Link¡ªTeleport (Class Perk) | Once per day, you may teleport to your linked partner. Requires True Link-Nahamassa Plainrunner to be active. Distance depends on your bond with Nahamassa Plainrunner. |
| Blades of Aspects (Class Perk) | Three times a day summon Blades crafted out of each Aspect within your Arsenal. Their durability is equal to 10x your endurance and they deal damage equal to 10x your intelligence. The blades float around you and move according to your will. |
| Soul Aura (Class Perk) | You may unleash the aura of your soul freely. Focusing on one of your Arsenal Aspects will make that part of your Soul more prominent. The effect depends on the Aspect chosen, but any Aspect will also increase the tiers of the Aspects within the range of the aura as long as they are related to the chosen Aspect. Lasts until your mental stamina is drained completely or canceled. |
| Sliver of Knowledge | You are a piece of greater knowledge. You are a pillar of the Aspect of Knowledge. As such, all facets of the aspect come easily to you. Your will upon the Plane of Knowledge holds greater weight, allowing you greater influence and control. | Knowledge: Knowledge flows through you. Meditation upon the Plane of Knowledge may grant you insights into knowledge acquired by others who touch the plane. The amount and detail of insights depend on the depth of your and others connection with the Plane of Knowledge. !Gain one of the following: - Comprehend support ability: Allows to instantly comprehend information as long as it is presented to you. - Create Tome support ability: Create a Tome containing any Knowledge you personally possess. May be used to create Skill Tomes, impart experiences, and more. -Wisdom and Intellect: Gain plus 45% to base wisdom and intelligence. |
| Summon Castle of Knowledge (Class Perk) | Once every six months, you may summon the Castle of Knowledge to the Real Realm through your connection to it, bringing with it a piece of the Ethereal. The castle and all the spirits within will return to the Ethereal in three days or if the perk is canceled early. |
| Knowledge is Power (Class Perk) | Enter the Enlightened state during which you may draw on the knowledge of anyone deeply invested in the Plane of Knowledge. Their mastery and knowledge becomes your, you are able to use their skills and their first two tiers Class perks. |
| Erase Knowledge (Class Perk) | You may designate and erase a piece of Knowledge from reality itself. This will remove all powers and memories of it, making it as if it had never existed in the first place. Only one piece of Knowledge may be erased. To erase another the previous one will be returned. |
| Spread Fear (Class Perk) | Five times per day magnify the fear in your target and spread it to up to 100 targets nearby. |
| True Link¡ªShared Might (Class Perk) | Allows you to transfer up to 20% of your stats to your bond partner. Effect duration depends on your bond with Zacharia Gardner. |
| Fear Daggers (Class Perk) | When using daggers, your attacks inflict a fear based mental attack. |
| Harvest Fear (Class Perk) | Harvest Fear of any being around you, removing the effect from them and boosting all your stats and regeneration effects by up to 1000% based on the amount of fear harvested. |
| Aegis of Shadow and Fear (Class Perk) | Once a day summon a protective shield made out of shadow around yourself and every ally in a large range giving them fear immunity for the duration of the shield. The shield''s durability is equal to 15x your intelligence and 5x your endurance. |
| True Link¡ªTeleport (Class Perk) | Once per day, you may teleport to your linked partner. Requires True Link-Zacharia Gardner to be active. Distance depends on your bond with Zacharia Gardner. |
| Shadow Bulwark (Class Perk) | Once a day while standing in the shadow and when you take are about to take a lethal blow, collapse into a shadow and reform instead of taking damage. |
| Primarch¡¯s Shadow (Class Perk) | Improves your Paragon''s Shadow to now last 1 hour. Your Paragon''s Shadow now has a passive fear effect, which paralyzes low resistance targets near it and deals passive fear based mental damage to others. Once a day, you may boost your Paragon''s Shadow, granting it your stats plus 10%, and allowing it use your shadow and fear based powers |
| Primordial Call (Class Perk) | Once every three months summon and imbue yourself with the core principles of Shadow and Fear Aspects, increasing your effectiveness with them based on your understanding of them. While imbued, all powers are free to use, their cooldowns halved, and charges doubled. Duration of effect dependent on mental stamina and will. |
| Summon Castle of Knowledge (Class Perk) | Once every six months, you may summon the Castle of Knowledge to the Real Realm through your connection to it, bringing with it a piece of the Ethereal. The castle and all the spirits within will return to the Ethereal in three days or if the perk is canceled early. |
| Akashic Embodiment (Class Perk) | Allow your mind to enter the deepest core of the Knowledge Plane and enter an Enlightened state during which you have access to the sum of all knowledge. You will know and understand everything, but only while within the plane, leaving the plane will remove the knowledge held, but not the conclusions drawn from it. You may absorb and retain a piece of complete Knowledge from the plane. To retain a new piece of knowledge the one currently stored has to be returned. The effects are reliant on your understanding and connection to the Plane of Knowledge. |
| Erase Knowledge (Class Perk) | You may designate and erase a piece of Knowledge from reality itself. This will remove all powers and memories of it, making it as if it had never existed in the first place. Only one piece of Knowledge may be erased. To erase another the previous one will be returned. |
| Copy Knowledge | Designate up to three targets and a piece of knowledge they possess (can be different knowledge), then copy and gain that knowledge for yourself along with three highest tier perks linked to that knowledge if the target possess them. Range and duration reliant on target power and your stamina, stats, and will. +50% to all stats. |
| Suppress Knowledge | Designate up to three targets and a piece of knowledge they possess (can be different knowledge), then suppress that knowledge, removing it from their mind along with all powers that the target possesses linked to it. Range and duration reliant on target power and your stamina, stats, and will. +50% to all stats. |
| Imbue Knowledge | You may imbue up to three Spirits of Terra with the knowledge and powers copied from targets, while your suppression effect is active it doesn¡¯t affect your spirits. Duration reliant your stamina, stats, and will. +50% to all stats. |
| Oath of the Pursuit of Knowledge | ||
| Oath | Sacrifice | Gain |
| I seek knowledge, not tools. My prowess I give, for the might of body. Through my purpose, I gain power. | Lose 32 Skill Perks, retain 4. | Gain Copy Knowledge, Suppress Knowledge, Imbue Knowledge and a 100% increase to your willpower strength and regeneration. |
| Lose three abilities. | Gain +500 and +10% to base dexterity, vitality, and endurance. | |
| Pursuit of Knowledge. | Gain +500% effectiveness of all powers while acting for the goal of pursuing knowledge. The effect lasts for as long as you are focused on a task, and then leaves you weakened with -20% to all stats, and -50% to all regenerative effects. Lasts for the same amount of time the effect was active. | |
| Path | Description |
| Path of the Grand Spirit (Knowledge) (Et) | Follow the path of that which you defeated, harness the piece of a Grand Spirit that dwells within you. |
| Path of the Sliver of Knowledge (Knowledge) (Et) | Follow the path of knowledge, harness that which is known. |
| Path of the Endless Pursuit (/) (Et) | Follow the path of the pursuit, harness the desire for more. |
| The Essenceborn Bloodline |
| The Essenceborn Bloodline grants the ability to see all Essence at the cost of regular sight, as well as complete mastery and control over any Essence within the Cultivator¡¯s Conduits. Command over Essence comes easier to the bearer, and affinity with all Essences is significantly increased. The bearer of this Bloodline gains +75 wisdom, +25 vitality, and +25 intelligence, per Path Stage to base stats. The originator of the Bloodline retains the bonuses of previous perks. |
| The Enduring Body and Mind Bloodline |
| The Enduring Mind Bloodline allows the bearer of this Bloodline to train and through intense physical effort increase endurance. The effectiveness of their endurance is 120%. All stamina types regenerate at triple the base rate. Base mental stamina is doubled and the mental state is reinforced against any adverse effects. Mental fortitude increased and base resistance against all mental effects is doubled. The bearer of this Bloodline gains +75 intelligence, +25 vitality, and +25 endurance, per Path Stage to base stats. The originator of the Bloodline retains the bonuses of previous perks. |
| Echo of Lindwurmar Bloodline |
| The Echo of Lindwurmar Bloodline grants the bearer the eyes of Jikharuud, the last Lindwurmar. Allowing the bearer to pierce through and gaze into the souls of all they lay their eyes on. Seeing the deepest parts of and gain insight into who and what they are. Their bodies contain the blood of the old race, granting them unlimited lifespan from birth and improved physicality¡ªall physical stats are 110% effective and stat imbalance reduced by 80%. Their mind is their playground, granting an unrivaled imagination. The bearer of this Bloodline gains +25 intelligence, +25 strength, +25 dexterity, and +25 vitality per Path Stage to base stats. The originator of the Bloodline retains the bonuses of previous perks. |
| Growth Spirit Instrument¡ªThe Bearer of Burning Anger | Requirements: Fire and Death related Aspect Traits: Truebound; Linked The spirit created by the sacrifice of blood, soul, and emotion of its creators, it slumbers and waits to grow powerful enough to wake. Effects: The Bearer of Burning Anger has a limited ability to change shape. It improves all Fire and Death powers and grows more powerful with anger. Once bonded, the spirit is linked to the bonded''s Soul directly. The Bearer of Burning Anger holds a well of Deathfire within, that the wearer can tap into and use at will. Stats: +15000 to all stats Base Bonus: +5000 to all base stats Cost: Soul, Mental, Essence drain when used. |
| EVOLUTION ATTUNEMENT BONUS: | |
| End¡¯s Mantle | You hold the Mantle of the End. All End-related powers are within your domain. You can sense related powers in others and as the holder of the Mantle can stifle or amplify that power in them. Gain +20% to all stats. |
| Vision of the End (Class Perk) | Once a month, look upon anything and see its projected End. |
| Perks | |
| Mark Essence (Skill Perk) | You may mark any Essence that you can visibly identify, any damage done to that type of Essence is increased by up to 20%. Gain +15% to intelligence. |
| Marked Target (Skill Perk) | Your Of Targeted Resonance Sense allows you to mark anything, as long as it is inside of your sensory range, you always know where it is. Can only have one article marked. +15% to intelligence. |
| Piercing Perception (Skill Perk) | Your I Perceived By My Will allows you to sense through most scrying protections. +25% to dexterity and intelligence. |
| End Qi (Aspect Perk) | You may draw in any End related Essence and convert it to Qi. Draw in sped of Essence within your Authority is significantly increased. Your Qi passively enhances your being with the concepts of the End. You are immune to all tracking or scrying methods. Any attacks against you will lose a portion of their power based on the difference between their and your understanding of the Essence used. You are immune to directly influencing movement restriction effects. You have no presence that can be sensed by anything or anyone. +35% to vitality, +60% to wisdom and intelligence. |
| Total Knowledge (Skill Perk) | Your My Sphere, Total Clarity allows you to sense even the smallest changes in a sphere around you. Once per week, you may activate Total Knowledge and gain complete understanding of the position of everything in regards to you, the effect will last for 10 seconds. Size of the sphere depends on will. Gain +10% to intelligence. |
| Physical Appearance: Inner Refinement¡ªVoid Chassis (Path Perk) | Your body and features are refined. Your inner parts are a step closer to embodying the void: stat impairment and sickness have 50% less effect on you. Enhances your current capabilities. +25% to wisdom, +25% to dexterity, +25% to vitality. You are built of Void. |
| Essence Sense (Skill Perk) | Your Essence senses are greatly improved, allowing you to distinguish between individual Essences with greater Ease. +20% to intelligence |
| Smithing Proficiency (Skill Perk) | Your smithing infuses your creation with a small protion of your power, giving extra stats depending on the rarity of creation. +20% to strength and intelligence. |
| Send Thought (Contract Perk) | You and your contracted partner are able to send thoughts to one another regardless of distance. |
| End, Creation, Reliability (Path Perk) | You''ve focused on mastering the Aspects related to the end of all things. You gain a slight understanding of all Destructive Essences. Through your link with your other half you gain their understanding of Creation and Reliability Essences at half the effectiveness. +25% to wisdom. |
| Essence Smithing (Skill Perk) | When smithing, you are able to manipulate Essences to a greater degree. +20% to intelligence and wisdom. Enjoying the story? Show your support by reading it on the official site. |
| Eternal Hunters: Reaper (Unique Perk) | You hold the essence of one part of the Aspects of True Death. You are one part of three, and are inescapably linked with your other parts. Your mind is linked with that of your other parts, allowing you to speak to one another regardless of distance. You may sense your other parts regardless of distance. You gain the ability to sense death. You gain the Presence of the Eternal Hunters Aura, when active, you gain Death Mark: Anything with a soul killed by you has its soul completely destroyed and returned to oblivion. Nearby beings based on your intentions have -25% to all regenerative effects and -25% to total stats, half of the drained stats are granted to you, the other half to the Scythe. |
| Change Essence (Skill Perk) | Once a week you may change the nature of a Essence to any closely related Essence, amount depends on your will. +25% to Intelligence and wisdom. |
| Master''s Conduits (Path Perk) | Your Qi conduits are made for masterful control. Allows for complete command of Qi and Essence through conduits. +25% to wisdom. |
| Conclusion Dominance (Title Perk) | Once per three months, for three minutes you may see the strings of future probability of all reality in the three hundred meter radius around yourself. By expending your will you can bring/cause a False End to any and all things by cutting the string, no matter the plane of reality. The amount of will necessary and the difficulty of cutting the string increases with: length of the probable future, power disparity, opposing will, size of target. Upon the duration''s end, if possible, the cut strings will be reconnected and returned to the previous path and state. The changes may be irreversible, as everything including reality itself, ends someplace and sometime. |
| Indomitable (Title Perk) | You are immune to all mind-altering effects from opponents that are on a lower tier of power than you. |
| Mark of the Endless Core¡ªOblivion Well (Unique Perk) | Your core is endless. It can encompasses the whole of oblivion. Its physical size is set and will never change. The inside of your core can be deepened endlessly. Current core size equal to 150% of the original core size, your Qi regeneration is equal to 80% of the original core¡¯s regeneration. Drawing in Essence past the point of it being full will deepen the core size. Cycling has greater benefits, each cycle increases the core size by an extra 5%. You can convert drawn-in Essence to Qi and replenish your core, you can consume the unrelated type Essence that you draw in and turn it into Oblivion at a rate of 100 to 1, if it is tier 6 or higher, and exponentionally increasing if it is lower. Gain +50% to wisdom. The endless deep of Oblivion is at the heart of you. |
| End Territory Gate (Path Perk) | You may open a door to your Territory that allows entrance to anyone that walks through it. Your Territory is directly linked to your own being, allowing you access to the Essences within yourself and the connections to the related planes. Gain +25% to intelligence and wisdom. You are in the heart of everything. |
| Master of the End (Path Perk) | You may exert influence on End related Essence around you. +15% to endurance and +25% to wisdom. |
| Coming of the End (Path Perk) | You may manifest the core ideas behind your power, allowing you to manifest a field within your domain of influence which lets you remove core ideas from the Essences you interact with. +35% to wisdom. |
| True Name (Path Perk) | You¡¯ve delved deep and discovered your true name. You hear any instance of it being spoken no matter the distance, you may listen in on the area where it was spoken, and once every three months you may step through reality to reach the spot where your name was spoken. +25% to all stats. |
| Field of a Thousand Cuts (Skill Perk) | Your My Foes, Torn Asunder allows for great devastation. Once per day you may create a field of a thousand cuts all around you, creating spatial tears in a twenty meter radius around you that will cut any foe that gets near them and deal damage equal to 20% your current strength. One spatial tear can only deal damage once before disappearing. Undetectable except by special perceptions. Gain +10% to strength. |
| The Pull of the End (Path Perk) | Enter your Ascended State, while in this state all things within your domain of influence hasten toward their End. All powers weaken and all life is shortened based on your will. While in this state your being is fueled by the lessening of the world around you, increasing your stats and restoring your being. +30% to intelligence and wisdom. |
| Reaper¡¯s Aura (Title Perk) | You can no longer be scanned by any abilities, techniques, or skills from people who are on the same or lower tier of power than you. You may manifest the Reaper¡¯s Aura, filling all within your presence with dread. |
| Adaptive Infinitum Chassis¡ªAdvent of the End (Unique Perk) | Your body is forged for adaptive regeneration. It is made out of the Idea of the End. You no longer suffer from stat impairment and sickness. You no longer have endurance. Your current endurance stats and bonuses are added to your vitality, you can never gain any more endurance. Endurance based effects don¡¯t work for you. As you have no endurance, any force impacting you will damage you. The effects of your vitality on your base regeneration are increased by 10x. Your being constantly regenerates, your passive regeneration drains your stamina, the more damage it needs to regenerate in order to keep your being whole the more it drains. Anything that pierces your being will immediately start the adaptive regeneration process based on will. The End will exert its influence on anything that pierces your being based on your will and understanding, draining your stamina and Qi. Any time you are damaged, your vitality scales and increases based on the amount of damage suffered. The higher the damage you suffer the higher the boost to your vitality, starting at 2x to 250x. Disadvantageous effects of End related Essences no longer apply on you. Your End related effects are 30% more effective within your Authority. You are able to halt your momentum instantly and can ignore the effects of gravity on your being. Adaptive Regeneration allows your body to adapt to any harm after regenerating. Suffering the same manner of attack again will have your being adapt and compensate, decreasing the effectiveness of the attack. Experiencing the same manner of damage a second type will have it only deal 80% of its damage to you. Third only 60%, fourth 40%, fifth 20%, on the sixth you are immune to that manner of attack. The effect lasts for three minutes and the timer is reapplied with each instance of attempted damage. You gain +60% to wisdom and +150% to vitality. That which does not kill me, makes me stronger. |
| Infinitum Chassis Base Endurance Removal (Unique Perk) | Removes future endurance after Early Ascended Current base static endurance: 1503 Current base percent endurance: 15% |
| Infinitum Chassis Bonus Endurance Removal (Unique Perk) | Removes future endurance after Early Ascended Current static bonus endurance: 3445 Current percent bonus endurance: 124% |
| Forged In Stars (Bond Perk) | Any item worn by the user gains +50% to their durability. |
| Lesser Enlightened (Title Perk) | Your mind is resistant to mind effects and can function at moderate condition in all states, even after it was damaged beyond the point where most would falter. |
| Key to Chamber of Treasures (Title Perk) | Your Soul is marked with a key that will open a certain door. |
| Key to Blighted Heart (Title Perk) | Your Soul is marked with a key that will open a certain door. |
| Nascent Ascendant of the End¡ªDomain Aura Authority, Incomplete Idea of the End (Path Perk) | You''ve walked the Path of the End through Oblivion, but you have taken steps away from the singular path. Take a step now onto a greater path where many branches come to their End. Your forged existence will retain the parts of it related to Oblivion and True Death, but the elements of your Soul will retake the primary domain. You are the raw meaning of a Soul embodying the End, augmented by your Aspects. More compatible Aspects can be added to the whole. Appearance, size, and presentation dependent on will and meaning. Consuming high tier Essence and bringing it to its End grants you fuel to grow your Soul domain authority. Your meaning endures for as long as a single piece of your Soul Essence exists, and you can recover to full from it. The strength of the Idea behind your existence grants you power. Nascent status grants you a tiny portion of this power, +200% to all stats when acting according with the principles of the End. Realm restrictions lifted, able to walk on any plane. Ascendant path guaranteed upon complete advancement. Removal of Aspect Manifestation: Oblivion Aura¡ªOblivion¡¯s Persistence. Reproduction will only be possible through use of powers. Relevant Perk alteration. Gain +60% to intelligence, wisdom, vitality. You embody the ideas of several Aspects, weaving them together to form a singular Idea. |
| Gate to Oblivion (Title Perk) | Open a Gate to the Oblivion Plane. |
| Aspect of Oblivion (Title Perk) | You are in tune with the Aspect of Oblivion, in truly focused moments you can draw from the Aspect of Oblivion''s Origin Plane and increase the effectiveness of all your related powers. Effectiveness depends on your understanding on Oblivion. |
| Sage of Oblivion (Title Perk) | Your connection to the Plane of Oblivion is superior. All Oblivion related powers have their effectiveness increased by 100% when touching the Plane of Oblivion. Your understanding of the core principles of Oblivion are superior. All Oblivion related destruction powers have their effectiveness increased by 100%. You may manipulate Oblivion in a limited radius around you and you may alter others perception of it, effects depend on your connection to the Plane of Oblivion. |
| Sage of True Death (Title Perk) | You are the Aspect of True Death. |
| Witness Life (Title Perk) | Gain a glimpse of memories from those whose journey you hasten through True Death. |
| Shard of Divinity; End (Grand Perk) (Title Perk) | You have begun the Ascension to the Heavens, but the Heavens are not there. A piece of the power ahead is yours. Your Authority over all Essence within your Aura Domain is significantly increased, the strength of your intent and meaning is additionally magnified by your willpower. Your Authority over the End related Essences within your Aura Domain is near perfect. This perk and related title are hidden from all sights but yours. |
| Last Forest (Title Perk) | Summon into being the Last Forest, the last stop to the Final End. |
| Vision of the End (Class Perk) | Once a month, look upon anything and see its projected End. |
| Call of the End (Class Perk) | Once a month you may enter the plane of the End. |
| Whispers of the End (Class Perk) | Once a month, give a target a subtle understanding of their End. |
| Mark of the End (Class Perk) | Once a month, mark a target and accelerate the arrival of their End. Acceleration dependent on will of both target and user. |
| Knowledge of the End (Class Perk) | Once a month, grant a target insight into the nature of the End. |
| Gift of the End (Class Perk) | Once a month imbue a target with your full understanding of the End and a fraction of your power. Can only target Heralds, Priests, Followers, of the End. |
| Wrath of the End (Class Perk) | Once a month, break any active power. |
| Pact of the End (Class Perk) | Once a year, make a pact with a target, granting them power in exchange for a significant service and hastening of their End. |
| Journey of the End (Class Perk) | Once a hundred years, step beyond the End. |
| Class | Shard of the End |
| Level | 520 |
| Combat Ability | Strike of the End |
| Movement Ability | End''s Step |
| Support Ability | Summon Herald |
| EVOLUTION ATTUNEMENT BONUS: | |
| End''s Mantle | You hold the Mantle of the End. All End-related powers are within your domain. You can sense related powers in others and as the holder of the Mantle can stifle or amplify that power in them. Gain +20% to all stats. |
| Cultivation | Path of the Final End ( Et ) |
| Stage | Peak Eternal |
| Aspect | End |
| Base Technique | Mantle of Gathering Twilight |
| Branch Technique | Twilight Cutting Flicker |
| Fruit Technique | Final End |
| Cultivation | Path of the Unbreakable Wall ( Et ) |
| Stage | Mid Eternal |
| Base Technique | Twilight Shaping Cast |
| Branch Technique | Field of Twilight''s Calm |
| Fruit Technique | Avatar of the Twilight Reaper |
| Passive Skills | Active Skills |
| Velocity | Perfect Cut: My Foes, Torn Asunder |
| I Perceived By My Will | Pouncing Rush |
| Perfect Enhanced Adaptation | I Shape Essence |
| Enduring Trained Body | Divided Mind |
| Greater Restoration | Mental Pillar |
| Strength | 11269 |
| Dexterity | 11335 |
| Vitality | 35828 |
| Endurance | 0 |
| Intelligence | 23251 |
| Wisdom | 30187 |
| The Essenceborn Bloodline |
| The Essenceborn Bloodline grants the ability to see all Essence at the cost of regular sight, as well as complete mastery and control over any Essence within the Cultivator¡¯s Conduits. Command over Essence comes easier to the bearer, and affinities with all Essence are significantly increased. The bearer of this Bloodline gains +75 wisdom, +25 vitality, and +25 intelligence, per Path Stage to base stats. The originator of the Bloodline retains the bonuses of previous perks. |