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Arc 1: Forest of Beginning Status Page

  People and monsters do have stats like Strength, Intelligence, Vitality, and so on, but I decided to not include those numbers. When I see them in novels, they make very little sense, and are a ton of more things to keep track of.

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  Status Info

  Name: Grendel

  Race: [Troll]

  Level: 3

  Age: 3 days

  Skills:

  [Pain Resistance]: 3

  [Damage Resistance]: 3

  [Intimidating Presence]: 3

  [Regeneration (innate)]: 4

  [HP restoration]: 3

  [Tough Skin (innate)]: 2

  [Ferocious Roar]: 3

  [Fire Weakness (innate)]: 2

  [Acid Weakness (innate)]: 5

  [Skinning]: 2

  [Butchering]: 2

  [Cooking]: 1

  [Language (basic)]: 4

  [Sleep Resistance]: 1

  [Superstition]: 1 (Removed and retconned by the author.)

  [Poison Resistance]: 5

  [Leather-working]: 1

  [Tailoring]: 1

  [Bodyguard]: 1

  [Presence Detection]: 3

  [Stealth]: 1

  Unique Skills:

  [Exp Multiplier]: 4

  [Skill Growth]: 4

  

  

  

  Titles:

  [Defender], [Merciless], [Fearsome], [Mithriadist]

  [Options]

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  [Interface Type]: MONSTER

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  Status Info

  Name: Helen

  Race: [Human]

  Age: 15 years

  Job: [Magician]

  Job Level: 4

  Skills:

  [All Elemental Magic]: 2

  [Healing Magic]: 3

  [Barrier Magic]: 1

  [Life Magic]: 1

  [Increased MP pool (hidden)]: 2

  [MP restoration]: 3

  [Meditation]: 1

  [MP absorption (plants) (hidden)]: 1

  [Herbalism]: 1

  Unique Skills (hidden):

  [Plant Magic]: 3

  [Druidic Magic]: 3

  Titles (hidden):

  [Winter Child], [Harvest Princess], [Merciful], [Friend of Monsters], [Druid]

  [Options]

  [Hide System Messages] OFF

  [Hide Skill / Title]

  [Spell Management]

  [Skill Synthesis]

  [Interface Type]: HUMAN

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  Skill Explanation:

  [Pain Resistance]

  Lessen the effects of pain, and reduce the time lost flinching from pain.

  [Damage Resistance]

  Reduces physical damage received by 10% per level. (65% at lv 10)

  [Intimidating Presence]

  Induces [Fear] abonrmal condition on creatures that can see you or sense your presence within a radius. Radius and severity of [Fear] increases with .

  [Regeneration (innate)]

  Divide HP recovery tick by . Increases HP recovery rate by x 25%. It is possible to regrow lost body parts. The time to regrow is reduced by a factor of . Body part regrowth increases food consumption drastically. Innefective against damage types listed as (Innate) vulnerability.

  [HP restoration]

  Increase HP recovery by x 25%. Reduce HP recovery tick by a factor of .

  [Tough Skin (innate)]

  Rugged skin adds deflection and damage reduction, as armor.

  [Ferocious Roar]

  Active: Causes fear in (cone / radius) with a mighty roar. Increases effect and range with levels of intimidating presence.

  [X Weakness (innate)]

  Increases damage from X type by x 25%. This skill decreases upon improvement.

  [Skinning]

  Improves quality of hides, scales and furs collected from monsters and animals.

  [Butchering]

  Improves quality of meat and organs harvested from monsters and animals.

  [Cooking]

  Improves repertoire of recipes and quality of prepared food.

  [Language (basic)]

  Rudimentary understanding and use of language.

  [Sleep Resistance]

  Reduces duration of [Sleep] abnormal status and the need for daily sleep by 25% per level (94% at lv 10).

  [Poison Resistance]

  Reduces poison damage received by 25% per level (94% at lv 10). Increase poison tick by a factor of .

  [Leather-working]

  Improves quality and design of leather-based products.

  [Tailoring]

  Improves quality and design of fiber-based products.

  [Bodyguard]

  Increases chance and range of detection of hostility against ward, and reduce reaction time by a factor of

  This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.

  [Presence Detection]

  Active: Detect presences in designated area in range, or all around with less precision.

  [Stealth]

  Reduces the chance of detection and radius of detection abilities by a factor of

  [All Elemental Magic]

  Synthesis: combination of [Fire] [Water] [Earth] [Air] combat magical skills. Double cost to improve.

  [Healing Magic]

  Magic to restore health and stamina.

  [Barrier Magic]

  Magic to create protective wards over an area.

  [Life Magic]

  Magic for everyday use. Not effective for combat.

  [Increased MP pool]

  Increases MP pool by x 25%

  [MP restoration]

  Increase MP restoration per tick by x 10% and reduce MP recovery tick by a factor of

  [Meditation]

  Active: Enter a state of low awareness and no physical activity to add to MP restoration skill.

  [MP absorption (plants)]

  Active: Abiltiy to absorb mana from living plants and plant-type monsters upon touch and convert to MP.

  [Herbalism]

  Ability to [Appraise] herbs. Improves chance to find herbs and effect of herbal preparations.

  [Plant Magic]

  Spells to manipulate and reshape plant matter for combat or everyday use. Grants possibility to tame plant-type monsters with [Taming].

  [Druidic Magic]

  Spells to draw out the power of plants or natural elements. Powerful, but requires catalyst or sacrifice.

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  Title Explanation

  The first line “Those...” is the condition to acquire the title, the others are the effect

  Some titles are part of a series. The title has a label with varying degrees of potency. Labels are:

  - [Count] grade E

  - [Marquis] grade D

  - [Duke] grade C

  - [Prince] grade B

  - [Lord] grade A

  - [King] grade S

  - [Emperor] grade SS

  - [God] grade SSS

  Examples:

  [Demon Lord] (grade A)

  Those that claim lordship over a nation demons and monsters.

  [Demon King] (grade S)

  Those that claim lordship over all demons and monsters in a wide area spanning several human kingdoms.

  [Demon God] (grade SSS)

  Those that obtain deific power over life and death of any demon or monster regardless of location.

  [Vampire Count] (grade E)

  Those that claim lordship over a small vampire coven.

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  [Defender]

  Those who sacrifice their own well being for another without compensation.

  Halves reaction time for protecting nearby wards.

  [Merciless]

  Those that show no quarter to fallen enemies.

  Double chance of landing a killing blow if enemy HP is less than double the damage dealt.

  [Fearsome]

  Those able to scare over a 100 enemies of rank F or higher at once.

  Increase range of [Fear] skills by 50%

  [Mithriadist]

  Those that willingly take on deadly poison (rank A and above) and survive.

  Doubles poison tick and halves poison damage taken. Duration of [Poisoned] abnormal status is unchanged.

  [Winter Child]

  Those born in the harshest winter of a century.

  Increase low temperature tolerance by 10C (18F) degrees.

  Halves [Ice] damage received and duration of [Frostbite] and [Frozen] status condition.

  [Harvest Princess] (grade B)

  Those born under the auspice of the harvest goddess.

  Effects currently unknown.

  [Merciful]

  Those that refuse to finish an incapacitated enemy of rank D or greater.

  Reduce chance of taking [Critical Hit] and [Instant Death] by 10%

  [Friend of Monsters]

  Those that do not hold prejudice toward monsters, and achieved peaceful interaction with a monster of rank D or above.

  Title is held so long the condition prevails.

  Constantly decrease hatred of monsters as long as no aggressive action is taken.

  Possibility to acquire the [Taming] skill.

  Increase final [Taming] chance by 10%.

  [Druid]

  Those that revere nature, and are by nature loved.

  Many are the secrets both benevolent and cruel nature can whisper to druids.

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