Because months have passed between the chapters I decided to create this show Tanisha's Status screen instead of putting it in the chapter. So if you want to continue with the story move on to chapter [11] for everyone else here is Tanisha's Full Character Sheet as well as Aurelius and Fuyumi's Identify screen.
Status Menu
Name: Tanisha Valkyrja Scalebound
Species: Cernunnos
+ Level: 91 < 92
Level Progression: 74%
+ Vitality: 130
+ Restoration: 135
+ Constitution: 151
+ Willpower: 185
+ Strength: 120
+ Dexterity: 120
+ Stamina: 120
+ Seiðr: 620
Seiðr Regeneration: 406 (+225 from bond)
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Spells Analysis
Delta Familiar Contract
You are bonded with a Delta-class familiar. You gain +225 to seiðr regeneration. Your bond has grown, allowing you to convey emotions through your bond. Your bond is resilient against outside influences and can not be forcibly severed by outside parties. Your familiar's life expectancy is extended by five years.
Chain Breaker's Mantle
Seiðr cost: Variable
(I) Low seiðr cost per minute, seiðr will inundate your muscles and bones with power to temporarily increase your physical attributes. (II) Medium seiðr cost per minute, the Marks of Seiðr greatly enhances unarmed strikes. Unarmed punches and kicks will produce a seiðr shockwave, increasing the range of unarmed strikes a short distance. (III) High seiðr cost per minute, the energies within you grants the ability of arcane shift to teleport up to five yards.
Sage Soul Forge
Seiðr cost: Variable
(I) Use seiðr to alter and twist existing spellforms connected to your Ringularity Core. (II) Meditate on your core to deepen connections and meridians to your soul. Study the Marks of Seiðr which etched themselves across your body to gain greater insight. (III) Comprehend and internalize self-developed spells at accelerated speed. Once mastery is reached, the spell or skill is archived in Skills Analysis and may evolve. Grants rare insights or hidden functions. Excludes taught or incomplete spells. (IV) Unknown. Unknown.
Hard Air Constructs
Seiðr cost: Variable
(I) Low cost, 2 seiðr. Speak the words of power and create seiðr air constructs. Form air constructs into any shape and they will interact with the world, acting out the caster's will. (II) Medium cost, 6 seiðr. Air constructs with darker aspects of seiðr to burn any that oppose you. (III) High cost, 16 seiðr. Constructs will become invisible and silent.
+ Walking Armory
Seiðr cost: 25
Connect spirit and soul to a weapon in your possession. Summon the echo of your weapon through your connection. Weapon will obtain the elemental your chosen affinity. Weapons will retain the durability of the original weapon in your possession. Weapons will inflict elemental damage according to their attunement. Weapons in your armory: Bardiche (medium grade, attunement: electricity), Dual Daggers (medium grade, attunement: electricity), Gauntlets (high grade, attunement: water), Armored Boots (high grade, water)
Divination Hydromancy
Seiðr cost: Variable
(I) Create seiðr constructs with liquid attributes, condense water from the atmosphere and/or control water from a water source. Exerting control over water allows you to change its state and temperature with ease. (II) Alter the properties of water to cause it to glow. Only those you choose can see the light produced. (III) Water in any state will condense into a blast of highly pressurized water. You maintain control of water even after it is fired, allowing it to change trajectory and home in on enemies.
Electrokinesis
Seiðr cost: Variable
(I) Shape seiðr into energized constructs; manipulate ambient electricity or draw it from existing sources. Gain basic control over lightning's movement and flow. (II) Refine control—alter luminosity, voltage, amperage, and the auditory signature of thunder. Absorb electricity to temporarily enhance reflexes, accelerate cognitive speed, and quicken spellcasting. (III) Unknown.
Electric Hand
Seiðr cost: Variable
(I) Low cost, 15 seiðr. Coat your arms and hand in electricity which can be focused into a target upon contact. Weapons wielded will also have the same effect but to a lesser degree than direct contact. (II) Hand of the Electrocutioner kill a target with Electric Hand and absorbs 30% of the target's remaining magic if they use any of the elements that make up your alloy. If the target uses an exotic energy conversion is 10% of the target's remaining mana pool.
Voltaic Orb
Seiðr cost: Variable
(I) Low cost, 20 seiðr. Form a concentrated orb of electric mana in your palm. The orb can be launched or thrown manually, detonating on impact with a burst of electrical force that stuns and burns nearby targets. (II) Medium cost, 30 seiðr. Refine the orb for controlled detonation, allowing mid-air bursts or delayed triggering. Detonation radius and intensity increase with user focus. Targets near the core are more severely affected, suffering temporary motor and magic disruption.
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Skills Analysis
Ringularity Sage Core
Seiðr cost: Variable
Chaos, mana, maya and aether compose the inner workings of your soul. Their coalescence in one body created seiðr; an energy seeking to uncover the very nature of the world around it. You can control all aspects that make up your core. Exerting your will over seiðr controls mana, maya and aether. You can use tools from any of the energies that make up your core. Your will can dominate mana, maya and aether outside your body for a short distance and use ambient energies for your arcane machinations.
Appeasement of the Cernunnos
Seiðr cost: None
(I) Drink the blood of a recently defeated foe and gain +3 to your stats based off of their highest physical statistic. Their level must be higher than yours. Their highest statistic must be higher than yours. You or those bound to you through a soul bond must have delivered the killing blow. (II) Consume the flesh of a recently defeated foe and gain an additional +1 to a physical statistic of your choice upon level up. Stackable up until +20. (III) Unknown.
+ Ionikinesis Weapon
Seiðr Cost 50
Coat your weapon in the destructive force of ionikinesis, extend the range of bladed weapon strikes. This effect can not be used on weapons from your Walking Armory. Duration of this skill is two minutes per cast.
Venomous Fang
You have felt the venom of Sonr Orma Eilífra; it now courses through your veins. Your saliva carries a necrotic venom. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.
Poison Breath
+ You have breathed the toxin that claims the world and become one with the breath of Sonr Orma Eilífra. Your breath now carries the power of the Poisoner. Call upon the power of your True's breath which in you carries a necrotic toxin. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.
Hydra Fire
You have felt the residual heat of your True's fire and instead of flinching away you embraced it. The heat that burned you now resides within your core. Call upon the power of your True's fire it now carries a necrotic embrace. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.
Poison Infusion
You have been touched by the true nature of a Poisoner of Worlds. Your existence is a venom, an inevitable death to those that try to hurt you or those you love. Your magic and body can now be infused with a Toxic nature. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.
Queen of Reptiles
Commune with your familiar to unlock.
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Ringularity Sage Core Analysis
Sage of Seiðr
Your soul is permanently bonded to another in life and in death. The core of the Sage of Seiðr has been crafted to utilize the powers of other worlds. Seiðr is the power of divining one's own path. Free from the constraints of one's fate, you weave your own destiny.
Nature Discipline
Specialties:
Venefikinesis - Creation and control of toxins, venoms and poisons.
Vitakinesis - Heal injuries and restore vitality by manipulating life force
Unknown
Elemental Discipline
Specialties:
Ionikinesis - Creation and manipulation of ionized gas, wielding intense heat and electrical energy.
Aerokinesis - Control over air currents and atmosphere.
Electrokinesis - Creation of and control over electricity and lightning.
Hydrokinesis - Creation of and control over water.
Pyrokinesis - Creation of and control over heat, fire and thermal temperature.
Geokinesis - Control over the ground beneath your feet.
Ferrokinesis - Control over metals; the purer the metal the greater your control.
Darkness Discipline
Specialties:
Unknown
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Aetheric Armor
First Activation
The Aetheric Armor is uniquely attuned to your magical signature and cannot be operated by anyone else. While channeling magic, the armor consumes 5 Aether per minute to sustain primary systems and basic functionality. [Note: Attribute Enhancements are non-stacking].
Attribute Enhancements (Primary Systems)
Constitution: +10
Strength: +5
Dexterity: +5
Stamina: +5
Second Activation Levels
By increasing the channeling rate to 10 Aether per minute, the secondary systems are activated, granting enhanced physical and regenerative attributes as follows:
Attribute Enhancements (Secondary Systems):
Vitality: +5
Restoration: +5
Constitution: +25
Strength: +15
Dexterity: +7
Stamina: +15
Third Activation
Channeling 20 Aether per minute activates the tertiary systems, unlocking advanced features such as:
Full-area scanning,
Enemy detection,
and Aetheric resonance tracking.
This tier also replaces the previous bonuses with significantly increased attribute enhancements:
Attribute Enhancements (Tertiary Systems):
Vitality: +7
Restoration: +7
Constitution: +35
Strength: +22
Dexterity: +12
Stamina: +22
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Identify
Name: Aurelius Lyns
Species: Primana Elf
Level: 95
Vocation: Primana Sage Swordsman
Highest Stat: Dexterity: 457
Identify
Name: Fuyumi Tsukihana
Species: Yuki
Level: 142
Vocation: Walking Armory Mage
Highest Stat: Dexterity: 580