Again we find ourselves at one of these Status updates. There are some important ones in here so I suggest looking at the ones with the little plus next to it but I am not your dad so do what you want. Anyway if you just want the story to continue on to the next chapter and forget you saw anything! See you in the next one!
Status Menu
Name: Tanisha Valkyrja Scalebound
Species: Cernunnos
Level: 99
Level Progression: 23%
+ Vitality: 135
+ Restoration: 140 (+15 From Bond)
+ Constitution: 157
+ Willpower: 195
+ Strength: 150
Dexterity: 120
Stamina: 120
+ Seiðr: 630 (+250 Shared from Bond)
+ Seiðr Regeneration: 416 (+300 from bond)
+ Rift Walker: 1
Page 1 of 5
Spells Analysis
Delta Familiar Contract < Iota Familiar Blood Pact
Seiðr cost: -300
You and your Bloodkin have undergone an evolution through abnormal means, by desiring to remove the compulsory effects of a familiar contract but fulfilling trust, and having a soul tether, your bond has become a Blood Pact. As participants in a Blood Pact, any compulsions normally imposed by a Familiar Contract are nullified. You and your Bloodkin are no longer bound to act under the constraints of a contract.
(I) Your bond grants magical energy regulation. While within five hundred feet of your Bloodkin, magical energy and regeneration are shared. As long as one of you retains magical energy, both may utilize it.
(II) You have communed with your Bloodkin, allowing them to serve as a conduit for your magic. From any distance, you may channel spells through him which will manifest as a breath attack.
(III) Having shed blood for each other, you now shed magic. While within ten feet of your Bloodkin, your auras intertwine, passively granting +15 Health Regeneration to both.
(IV) The bond extends to life itself: both you and your Bloodkin gain an additional twenty years to your lifespans.
+ 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, extend your chain breakers mantle into your weapons and magic constructs. This makes weapons and constructs more durable. Focusing power onto a strike will expend stored magic in an explosive attack.
+ Rift Forged Teleportation
(I) 20 seiðr cost. Your Chain Breaker's Mantle has mutated due to exposure to the power of the Plane Between Realms. You have gained insight into this in-between place. Arcane Shift has become Rift Forged Teleportation, allowing you to teleport to any location you can see within 50 yards.
(II) 20 seiðr per second, channeled You can create a stable portal between two locations. The first portal is the Anchor and must be fully completed within seven hours. Once 700 seiðr has been supplied, the Anchor becomes stable and only requires seiðr to activate. The second portal can be placed anywhere you have been, provided you have sufficient knowledge of its location and current status. The cost of constructing the Line Portal is contingent on its distance from the Anchor. If the Line Portal formation fails, the Anchor destabilizes and requires half of its original seiðr cost to restabilize.
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.
Page 2 of 5
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.
+ Rift Walker
Seiðr cost: None
You were exposed to the power of the spaces between Planes. You have grown a resistance to cosmicly disruptive sources of power. You now have a stronger connection to the Spaces Between reality and can more easily sense and survive encounters with the thinning of reality. This gives you an intrinsic knowledge of teleportation magic.
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
You are Bloodkin to the King of Reptiles, neither servant nor master but his living extension. Your life is now Hydra; you have endured flame, inhaled poison, and merged with the world-scouring venom. You once called Him Sonr Orma Eilífra, yet now you may rightly call Him kin. Hydra will see you as an apex among their kind, this will subjugate lesser and normal hydra. Greater hydra will respect you as Bloodkin to Sonr Orma Eilífra. Reptilian and amphibian creatures will instinctively be wary of you as you carry the venom of the Poisoner within your veins.
Page 3 of 5
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.
+ Each of the aspects of your seiðr has been stabilized and flows through proper channels. Casting spells using seiðr can now easily be switched mid cast to any maya, mana or aether. Mixing different amount ratios of the aspects is now easier to control.
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
Page 4 of 5
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
Page 5 of 5
Status Menu
Name: Bjorn Isin Scalebound
Species: Lernaean Hydra
+ Level: 99
Level Progression: 23%
+ Vitality: 242 / 270 (+15 From Bond)
+ Restoration: 300 / 330
+ Constitution: 172 / 217
+ Strength: 175 / 254
+ Dexterity: 146 / 300
+ Stamina: 145 / 183
+ Primana: 250 / 400 (+630 Shared from Bond)
+ Primana Regeneration: 276 / 400 (+300 from bond)
+ Rift Walker: 100
Page 1 of 5
Skills Analysis
Reincarnation Failsafe
An incomplete reincarnation magic and your best friend who has your back no matter what!
Iota Familiar Blood Pact
Primana Cost: -300
+ [
You have undergone a profound Familiar evolution through abnormal means, mutating the bond in a manner beyond typical Iota Familiar progression. As participants in a Blood Pact, any compulsions normally imposed by a Familiar Contract are nullified. You are no longer bound to act under the constraints of a contract.
(I) Your bond grants magical energy regulation. While within five hundred feet of your Bloodkin, magical energy and regeneration are shared. As long as one of you retains magical energy, both may utilize it.
(II) You have communed with your Bloodkin, allowing you to serve as a conduit for her magic. From any distance, she may channel spells through you as a breath attack.
(III) Having shed blood for each other, you now shed magic. While within ten feet of your Bloodkin, your auras intertwine, passively granting +15 Health Regeneration to both.
(IV) The bond extends to life itself: both you and your Bloodkin gain an additional twenty years to your lifespans.
+ Error: Eyes of the Queen
You are being extremely reckless. You disregarded my orders and nearly got yourself killed! I am a very disappointed, young one. Your pet, Tanisha, is not a good influence. I expect an apology once I come to get you! The Avatar of the Great Serpent is still after you but you have a more immediate threat now. The thing inside you is digging into your core. You must purge it before you reach level 100. Soon it will know how to read your soul and even these messages can not be hidden from it when that happens. I suspect it may have already grown suspicious.
King of the Reptiles
Passive Skill
Dragons, lizards and amphibians all show hesitation and fear around you, going so far as to run away. More study needed.
Venomous Bite
Primana Cost: 0
You have a neurotoxic venom which can be injected through a bite with your fangs. Your venom becomes infectious and will spread to nearby targets within five feet of the injected target. Allies are unaffected by your venom.
Poison Claws
Primana Cost: 2
You can infuse your claws with neurotoxic venom, making even small scratches fatal. Venom has resistance to cleansing effects. Allies are unaffected by your venom.
Poison Cloud
Primana Cost: 5
With your right head you can mix venom into the air using magic, creating a large area of poisonous gas. This gas will rapidly reduce the health of those inside. Allies within your Poison Cloud are unaffected. Gain control over the spread and density of the Poison Cloud.
Plague Fire Breath
Primana Cost: 8
With your left head you can breathe a plume of superheated toxin, which will ignite enemies and infect them with your neurotoxin. Flames retain toxicity until you release the spell. Plague Fire will spread like normal fire.
Aetheric Disruption Breath
Primana Cost: Variable
(I) Low cost, 10 Primana. Release aetheric energies that boost allies and poisons enemy active spellforms. Boosted attack spells gain a poison; weakened spells become unstable and harder to control, spreading instability to future castings. All effects last for five minutes. (II) Medium cost, 15 Primana. Expand the breath's range, affecting multiple spells. Poisoned spells are even harder to control, while boosted spells deal stronger poison damage. All effects last seven minutes. (III) High cost, 20 Primana. Target spells to cause backfire, turning magic against its caster. Boosted spells gain potent venom, and poisoned spells spread instability to future castings. Effects persist for ten minutes.
Intimidation Roar
Primana Cost: 1
Infuse Primana into your roar to paralyze anyone that hears it. Your roar can paralyze humanoid magic constructs as long as they are connected to a magic caster. Paralysis duration depends on distance and level disparity between you and the target. Those bound to you are immune to this effect.
Hydra Regeneration
Primana Cost: 15
Enhance the natural regeneration of your body giving you an unparalleled healing factor. Increases the body's natural healing rate by 4x regeneration statistic plus 20% constitution statistic. (Head regeneration is still unknown. More information required.)
Shadow Concealment
Primana Cost: Variable
(I) Cloak yourself in shadow magic, blending into dim or dark environments to hide your presence. Movement is undetectable to non-magical senses. (II) Deepen the shadow cloak, concealing even magical traces of your presence and blending with shadows in moderate light. Shadows will also muffle the sound around you making you harder to detect. (III) Unknown.
Chaos Scales Armor
You have felt the power of your Follower's aura and mantle and embraced the influence of the chain breaker. The power you experienced now resides within you, reshaped by the chaos of primana. Call forth this chaotic energy to fortify yourself, hardening your scales with its unpredictable touch. Each activation grants a random additional resistance, reflecting the chaotic nature of the energy. As this is a shared natural ability, it cannot be leveled by any means other than communing with your Follower. This ability remains bound to your Follower; should your Follower die or reject your bond, you must reclaim her soul or this power will be lost.
Air Claws
You have felt the aerokinetic energies of your Follower's mastery and you have gained insight into the working of magic. Focusing this power into your claws increases the range of slashing attacks. Cause blades of aerokinetic magic to cut your enemies down. As this is a shared natural ability you can not level this ability by any means but through communing with your master. This ability is tied to your Follower, should your Follower die or reject your bond you must reclaim her soul or you will lose this ability.
Hydromancy
Commune with your Follower to unlock.
Water Light
Commune with your Follower to unlock.
Hydro-breath
You understand the nature of water and have absorbed its primal elemental properties into yourself thanks to the efforts of your Follower. With that understanding breath torrents of water to wash away enemies or focused streams capable of cutting through foes with ease. As this is a shared natural ability, it cannot be leveled by any means other than communing with your Follower. This ability remains bound to your Follower; should your Follower die or reject your bond, you must reclaim her soul or this power will be lost.
Page 2 of 5
Spell Analysis
Juggernaut Stampede
Primana Cost: Variable
(I) Low cost, 10 Primana. Instantly launch forward in a straight line using Flash Step and light muscle infusion. Grants minor impact resistance and momentum-based damage. (II) Medium cost, 15 Primana. Increases speed and durability; impact damage now knocks back targets and breaks minor defenses. Reinforces muscles and bones during movement. (III) High cost, 20 Primana. Fully saturates the body with mana, turning the caster into a living missile. Crashes through solid obstacles, ignores most knockback, and causes area damage on impact. Bones, muscles, and tendons are reinforced to withstand even high-velocity collisions.
Wandmaker
Primana Cost: 1000 (channeled over 12 hours)
Inscribe the Aetheric Pattern of Perfection into a suitable vessel. This spell may only be cast upon an aetheric vessel. During the entire 12-hour channeling, the caster must remain motionless and undisturbed. Any interruption, whether by movement or external force, triggers a catastrophic magical backlash, instantly drawing the full 1000 Primana. If the caster lacks sufficient Primana the remainder is forcibly taken from their life force at 2x times remaining draw.
Page 3 of 5
Twin-Soul Core Analysis
Error: Tri-Core
You possess a partial soul tether to the Sage of Seiðr, a bond that persists even through death unless deliberately severed by you or the Sage. Without a complete and permanent union of your souls, communion with the Sage of Seiðr is required to fully unlock the core's potential. This advanced core retains all functions of the Twin-Soul Core while granting additional abilities. It now allows you to monitor your followers, gauging their strength and potential. Furthermore, the core enables you to catalyze the evolution of your followers, though this process demands immense power; insufficient energy risks the follower's death.
Permanently fuse your souls and complete bond [No/No] (NOTE from P̵̫̗͗o̸̖͛̂i̴͔͐s̷͍̈o̵̯̗̓ǹ̸̘̌: Don't you even think about it, Aki'al!)
Chaos Nature Discipline
Specialties:
Venefikinesis - Creation and control of toxins, venoms and poisons.
Chaos Elemental Discipline
Specialties:
Aerokinesis - Control over air currents and atmosphere.
Hydrokinesis - Creation of and control over water.
Pyrokinesis - Creation of and control over heat, fire and thermal temperature.
Chaos Darkness Discipline
Specialties:
Umbrokinesis - Creation and control over the absence of light in its many forms.
Page 4 of 5
Follower Ascension Panel
Name: Aki'al Hashemi
Title: Sonr Orma Eilífra
Divinity: Demi True Immortal
Divine Realm: Venom
Pantheon Members: 1
Followers: 2
Pantheon Member
Name: Anasuya Dinisha Scalebound
Species: Demi True Níðhöggr
Level: 100
Follower List:
Name: Tanisha Valkyrja Scalebound
Species: Cernunnos
Level: 99
Status: Alive
Special Status: Soul Bound (Partial)
Evolution Status: Pending
+ Name: Fuyumi Tsukihana
Species: Onryō
Level: 100
Status: Alive
Special Status: Arcanist
Follower Evolution(s) Status:
Name: Tanisha Valkyrja Scalebound
Species: Cernunnos (Greater Wendigo < Normal Cernunnos) - Dagda (Greater Cernunnos)
+ Evolution Prerequisite 9 / 10
Current Approved:
Mana Gate Open, Blood Gate Open, Mind Gate Open, Spirit Gate Open, Bone Gate, Maya Meridians and Veins, Pledge of Soul, Complete Communing, Aetheric Tool Bound
Approve Current Evolution Status Prerequisite Met:
[None]
Status Not Met for Evolution: Cernunnos - Dagda
Level 100
Page 5 of 5
Name: Anasuya Hashemi Scalebound
Species: Níðhöggr
Level: 100
Level Progression: 14%
Vitality: 65
+ Restoration: 37 (+11 Fathers Mark)
Constitution: 31
Strength: 30
Dexterity: 55
Stamina: 41
Maya: 750 (+6 Fathers Mark)
+ Maya Regeneration: 127 (+6 Fathers Mark)
Page 1 of 2
Skills Analysis
Pitr-Chihna (Fathers Mark)
You bear the mark of Bjorn Scalebound. While in your father's presence, you gain a +11 bonus to your physical stats based on his highest physical attribute (Restoration). Additionally, you receive a +6 bonus to your stats derived from his second and third highest physical attributes (Vitality and Constitution). This imprint strengthens you, drawing power directly from your father's enduring might as long as you remain near him.
Kalpataru-Grasini (Consumer of the World Tree)
You can ingest crystallized or physical manifestations of raw magic. This includes arcane sap to fruits and fractured ley crystals. You gain satiety instead of sickness or unraveling. Each consumption strengthens your body's resistances to the forces that lay beyond, allowing you to endure increasingly volatile or unstable magical forces without distortion or decay.
Rūpaśakti (Power of Form)
Maya Cost: 5 per minute
Condense maya into your flesh and bone, allowing your body to assume the form of any creature you have witnessed. If the chosen form exceeds your natural mass, maya must compensate, drawing an additional 5 maya each minute for every half-pound of form your body cannot naturally supply.
Vākchheda (Word-Cutting)
Maya Cost: 10 per utterance
Your words become magical instruments of disruption. By focusing maya into your voice, you can release a single phrase that gnaws at the target's spiritual stability. It temporarily stuns or disorients magical constructs, ley-based defenses, or even living beings' concentration. Prideful or arrogant creatures are affected more intensely.
Kṣati (Wound)
Maya Cost: 20 per strike
Channeling the destructive essence of the one who gnaws at Yggdrasil's roots, you may attack a target's spiritual "roots." This bypasses physical armor and directly damages mana circuits, ley-thread connections, or life force. Sustained use can cripple a mage's magic regeneration for several minutes.
Vyāra-Dṛṣṭi (Majestic Gaze)
Maya Cost: 8/sec
Your draconic presence projects an aura of awe and dread. Beings within your gaze feel an involuntary pressure on their mind and spirit, weakening resolve and focus.
+ Sattva-Mūla (Root of Being)
Maya Cost: Passive, 0–10/sec
Your draconic roots anchor you to reality. In unstable or thin planes, your body and mind resist unraveling, distortion, or displacement. Minor reality fluctuations affect you little, while severe disruptions require 10 maya/sec to fully stabilize. Hatchlings naturally resist low-level instability without effort, but extreme planar fractures demand focus.
Page 2 of 2
Identify
Name: Fuyumi Tsukihana
+ Species: Yuki < Onryō
+ Level: 142 < 100
Vocation: Walking Armory Mage
+ Highest Stat: Dexterity: 580 < 400
Identify
Name: Aurelius Lyns
Species: Primana Elf
+ Level: 95 <115
Vocation: Primana Sage Swordsman
+ Highest Stat: Dexterity: 457 < 506
