I walked into the awakening halls hoping for a great talent and sat down at one of the seats prepared for those who hit the age of 16 and will awaken their talent and get to choose a class. I simply closed my eyes and began to pray to all the gods I had heard of that I would gain a great talent just like my brother who had the A-grade talent 70% Negation. There are 7 main grades for talents S, A, B, C, D, E, F each one has a major gap between them f grade talents at most if percentage based will provide a 1% in whatever it does.
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- This is the gist of the abilities-
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S= 100%, +Growth- a growth stat will grow the more a user does a specified action.
A= 70%, +246 flat stat bonus=FSB
B= 40%, +78 FSB
C= 20%, +34 FSB
D= 9%, +12 FSB
E= 3%, +4 FSB
F= 1%, +1 FSB
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I could feel the energy come from above flowing over everyone within the halls with varying degrees I could feel the power flow through me to turn into a passive nurturing energy I then called upon the system to see my status.
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[Status]
Name: Gorkal
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Class: None
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Level 1: 0/1000
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Str:10
Dex:10
Con:10
Focus:10 (A combination of wisdom and intelligence)
Cha: 10
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Talent:
Active into Passive (S-Grade)- You can turn Actives into passives. This will always be better than the active itself.
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"Holy shit that seems to be a unique and weird talent I wonder by how much it will improve the Active turned passive?" I exclaim loudly. The monitor of the Gifting ceremony comes over to me and writes down that my talent is S-rank which he knows due to the gold light hovering over me. I lean back as he pulls me up and says "Young child we shall now have you choose your class from the 6 main ones you can always upgrade a class once you hit level 10 or choose a new class Through the secret class orbs hidden in dungeons."
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He smiles patting me on the back and shows me the 9 Basic Class orbs that can be used infinitely unlike any other class orb luckily the description of each class hangs above them.
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[Knight]
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Class Skills:
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Passives:
[Heavy Armor]- You can wield and use heavy armor easily.
[Honor Code]- When doing honorable actions 100% stat bonus to related stat.
[Unbroken Blade]- As long as your will remains unbroken so shall your blade
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Actives:
[Counter]- You can activate consuming double the stamina a regular strike would block a blow and get a sure-hit.
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[Necromancer]
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Actives:
[Collect Souls]- Collect the souls of those you have killed as long as their level is equal to yours or less. (Must be touching their corpse will cause loss of all materials not harvested can't be done after an hour has passed)
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[Basic Necromancy]- Summon a base undead using materials without a soul withing them requires extensive knowledge of corpses.
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[Dark Mana]- Convert your regular mana into dark mana which will boost all negative type spells including summons.
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[Death's Grip]- Insta kill magic 0.0001% chance of insta death. The hand of death grips the heart of the victim exaggerating their fear of death has a slight chance to be guided by death to actually kill them.
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[Preist/Cleric]
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Passives:
[Holy Aura]- A holy aura radiates around you healing by 10% of your Cha/Focus combined.
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[Improved Healing]- all healing effects you grant through actives are boosted by 50%.
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Actives:
[Healing Hand] Can cure light disease and curses with minor healing. Cannot heal those above your level. Heals by your Focus. Cannot cast on self
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[Blessing]- Boost another's stats by one of your stats Can't cast any other spell at this time and once the boost is removed the boosted stat is halved.
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[Assassin]
Passives:
[Silent Steps]- Silences your steps to all below your level or 2 levels above you does not work versus enhanced hearing spells.
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[Lacking Prescence]- You are Near unnoticeable and will mostly get ignored but due to no fault of theirs your Prescence just fades easily.
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[Dark Vision]- You can see even within the void. Spirits and ghosts can also be seen.
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Actives:
[Vital Pinpoint]- Mark a vital point and if you hit the spot, it will deal 10x damage. If it is not a vital point of the being that you mark instead you shall have the mark placed upon your vital point.
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[Wizard]
Passives:
[Mana Heart]- You recover mana rapidly from your environment. This mana can also be used to help cultivate your mana heart.
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[Mana Heart]- A heart full of mana pumps through your veins slowly strengthening the body over time. The mana heart allows you to contain much more mana than any other class.
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[Universal Affinity]- You can cast spells from any element without any buffs or negatives to any of them.
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Actives:
[Rune Magic]- You can create runes within your mind that will act as your spells. Most rune magic needs to be created beforehand and all wizards have a set limit of spell cast equal to double their level.
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[Druid]
Passives:
[Natures Gift]- You are welcomed by all life very few natural creatures would harm you unless starving or harmed by you.
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[Growth Aura]- All life will grow twice as fast around you.
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Actives:
[Transformation]- You can transform into any natural creature you have seen before.
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[Natures Grasp]- Cause vines to wrap around your opponent scales to Cha + Focus.
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I guess I'll choose necromancer since the skills I will gain from that are all actives. I wont choose one of the three main life class [Alchemist], [Forger], and [Farmer/Conservationist]. Anyway I see each of my actives change to passives all their names changing.
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[Necromancer]
Passives:
[Soul Sap]- Collect the souls of those you have killed as long as their level is less then 10 levels above your own. You also permanently gain some stats for each soul usually 0.1% of their highest stat.
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[Necromatic]- The undead are naturally drawn to your aura and some may even form just by you staying in one area for an hour once every day.
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[Necrotic Heart]- Your heart pumps a deadly poison to living being but strangely it makes your body stronger at the cost of making you more vulnerable to holy and light mana.
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[Death's Aura]- Everyone around you that has malice towards you has a chance to die the higher their malice the higher the chance they will die starts at 0.1%.