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Hythlodaeus 4.0

Jul 27th, 2025 (edited)
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  1. <<Hythlodaeus>>
  2. The Veiled Master who Manipulates All
  3. (also known as Brainy)
  4.  
  5. Member of the Court of the Deep Sea
  6.  
  7. Attributes: Resistances: Stats:
  8. STR: 7 [26] Heat: 35% Caster Level: 120 [160]
  9. DEX: 8 [12] Cold: 85% [105%] Martial Level: 0 [100]
  10. CON: 10 [12] Acid: 10% [30%] Vitality: 78 [118]
  11. INT: 40 x2 Electricity: 10% [30%] Stamina: 10 [72]
  12. WIS: 32 [40] Sonic: -15% Mana Pool: 199 [239]
  13. CHA: 28 [40] Light: -65% [-15%] Martial Proficiency: -
  14. Dark: 135% Ranged Proficiency: -
  15. Natural Proficiency: - [112]
  16. Unarmed Proficiency: 5 [109]
  17. Physical Action Commands: -
  18. Physical Resistance: 30 [70]
  19. Arcane Casting Proficiency: 130 [160]
  20. Divine Casting Proficiency: -
  21. Nature Casting Proficiency: -
  22. Caster Spell List: 400+
  23. Supernatural Resistance: 75 [100]
  24.  
  25. Class Breakdown
  26. ===============================================================================================
  27. Lv ML CL Vit Requirements
  28. Brain Eater 15 0 20 15
  29. Enlightened One 10 0 10 8 Brain Eater
  30. Old One 5 0 5 3 Enlightened One
  31. Deep One 5 0 5 3 Enlightened One
  32. Mindflayer 10 0 10 4 Brain Eater
  33. Souldrinker 5 0 5 3 Mindflayer
  34. Elder Brain 5 0 5 3 Mindflayer
  35. Illusionist 10 0 10 8 Illusion Specialization
  36. Clerk 5 0 0 8 Clerk Skill 30+
  37. Administrator 10 0 15 6 Clerk, Clerk Skill 75+
  38. Archmage 5 0 5 2 Arcane Spellcasting, 70+ Mana, L80+
  39. Incantatrix 5 0 5 3 Any Specialization, L80+
  40. Alghollthu 5 0 10 5 Deep One, Illusion and Enchantment Specialization
  41. King in Yellow 5 0 10 5 Old One, Knowledge (Arcana) 80+, special quest
  42. Total: 100 0 115 78
  43.  
  44. <<Class Abilities>>
  45. > Brain Eater
  46. • Can Identify a target's Supernatural Action
  47. • Have Arcane Spellcasting (INT or WIS) [INT]
  48. • Are Immune to Mental Status Effects
  49. • Can See in Complete Darkness
  50. > Enlightened One
  51. • Can consume the brain of a slain Humanoid or Demi-Humanoid in order to learn one additional Arcane Spell
  52. • Can briefly edit an NPC's combat settings through touch
  53. • Can issue simple commands to weak NPCs
  54. > Old One
  55. • Choose one spell school to specialize in, you cast spells from that school at halved Mana cost [Illusion]
  56. • Being Detected can afflict Targets with Fear, Despair, or Revulsion
  57. > Deep One
  58. • Gain +50% Resistance (Immunity) to Dark Elemental damage, but gain -25% weakness to Light
  59. • Can breathe Underwater indefinitely, and are Immune to Deep Underwater Environment Status Effects.
  60. > Mindflayer
  61. • Can Perform an Action to afflict a Target with a Mental Status Effect
  62. • Can issue simple commands to weak NPCs
  63. • Specialized in Enchantment spell school, you cast spells from that school at halved Mana cost
  64. > Souldrinker
  65. • Can Perform an Action to absorb Vitality and Mana on touch
  66. • Can briefly edit an NPC's combat settings through touch
  67. > Elder Brain
  68. • INT is considered 2x higher
  69. • Can form mental links with up to Level/3 [33] creatures, allowing 'telepathic' speech with them regardless of distance
  70. > Illusionist
  71. • Can freely imbue equipment with Illusionary Effects
  72. • Enemies Target created Illusions as if they were actual Targets
  73. • Can Perform an Action to either create an Illusory duplicate of yourself or turn Invisible, once every 8 hours
  74. > Clerk
  75. • Can Give and Receive items from Entities from a very large Distance. This distance Scales with your Level.
  76. • (In order to receive the item, you/the creature who is receiving must confirm the transference.)
  77. • Can Perform an Action to Learn Information on a Creature you can see. The amount of information received scales with your Level.
  78. • (This Ability is treated as a Divination Spell for the purposes of resistances and interference.)
  79. > Administrator
  80. • You may select a number of Willing creatures equal to your level to Administrate. You always know the rough Position of these Creatures, with more Precision the closer they are to you, and can Telepathically Communicate with these Creatures.
  81. • You are able to cast Spells and use Abilities on Administrated Creatures regardless of Range.
  82. • Anti-Divination Spells and Abilities don't work against your Learn Information Ability
  83. > Archmage
  84. • Can permanently reduce your maximum MP in order to gain powerful abilities:
  85. • Spell Reach: Can can use spells with a range of touch on a target up to 30 feet away (Costs 16 Max MP)
  86. • Spell Power: +5 CL (Costs 9 Max MP)
  87. • Spell Turning: When countering or negating a spell, it is instead reflected back at it's caster (Costs 16 Max MP)
  88. > Incantatrix
  89. • Gain an additional Magic Spell for every Character Level (+100 at Level 100)
  90. • Mana Regenerates 50% faster, and are Immune to Silence
  91. > Alghollthu
  92. • A class for rare Brain Eaters that have accepted their ancestral roots, an Alghollthu is a large amoebic fish-like creature, a primordial force of psionic power from which the Brain Eaters devolved from. Delighting in controlling lesser races, Alghollthus feed on raw thought and reproduce via mitosis, a higher form of the Brain Eater's... eating of brains, and their ceremorphosis. But their most terrifying ability is their ability to take on any shape, and foil all but the most potent of divination magics to hide their true nature.
  93. • Gain Special Skill: [Change Shape]
  94. • Gain Special Skill: [Enslavement]
  95. > King in Yellow
  96. • The class for the one who kills the King In Yellow, Hastur and absorbs his power through a long, difficult, hidden ritual. To kill an Elder God is to take the mantle of the Elder God, and the newly crowned King In Yellow will find the realm of Carcosa answering his call. The Yellow Sign will be his mark of power, through which he exerts his will on the world of man. Woe be to those who stand against him, for enslavement is their reward. Woe be to those who stand with him, for enslavement is their reward.
  97. • Gain Special Skill: [Take Off Your Mask]
  98. • Gain Special Skill: [Yellow Sign]
  99.  
  100. <<Special Skills and Spells>>
  101. > [Change Shape]
  102. • You can assume the form of any non-unique NPC.
  103. • Your stats do not change, but you gain any natural abilities of this form, such as Natural Weapons or Fly. While in this form, your stats are hidden from Divination Magic or Perception; you appear to be an NPC to any observers. This protection can be defeated by high-CL Diviners and Oracles.
  104. > [Enslavement]
  105. • You can Perform an Action to briefly edit an NPC's settings or open a helpless NPC's settings menu.
  106. • This allows for a large variety of alterations, reading the information of the NPC, as well as permanent change of ownership subject to heavy restrictions. Most important restriction to change of ownership: Cannot own more than 180 levels of NPCs. This action becomes Lengthy if the target is Immune to Mental Status Effects, but is not prevented unless the immunity is inherent (i.e., from racial levels, not gear or spells).
  107. > [Take Off Your Mask]
  108. • You can Perform an Action to Reveal your True Eldritch Splendor and impose your realm of Carcosa on your surroundings. The area of your imposition starts at 15ft, but slowly grows to a maximum of 500ft. The area of Carcosa causes enemies in the area to be unable to move properly, as per the spell [Impossible Angles], and also has the effect of Dark damage over time. This damage is nonleathal, and if a creature is brought to 0 health by it, they are simply unconscious, unable to function mentally for 10 minutes after you cancel the skill. In addition, any creature who takes damage from this spell has a chance to be [Confused] until the next damage tick. Finally, you yourself take on the form of the monstrous King In Yellow, and apply the same Dark damage as the area upon anyone who looks directly at you. This stacks with the damage imposed by the area. You cannot leave your imprint of Carcosa until you drop this form. This damage is a (Pattern) effect, and as such does not affect those who are Immune to Mental Status Effects.
  109. > [Yellow Sign]
  110. • You can spread your influence through the Yellow Sign, your mark of power. Exposure to the Yellow Sign causes creatures to become [Charmed] by the King in Yellow, though stronger creatures need more exposure and very strong creatures are immune, and the effects fade quickly upon removing the exposure. Any creature fully [Charmed] by the Yellow Sign is a valid target for [Enslavement].
  111.  
  112. Feats
  113. ===================================================================================================
  114. [Abundant Casting]: +15 Mana.
  115. [Spell Penetration]: Your spells and abilities ignore 10 Supernatural resistance.
  116. [Metamagic Batch A]: Can use Aquatic Spell, Bouncing Spell, Delayed Spell, Ectoplasmic Spell, Empower Spell, Split Ray Spell.
  117. [Metamagic Batch B]: Can use Enlarge Spell, Extend Spell, Heighten Spell, Intensified Spell, Persistent Spell, Chain Spell.
  118. [Metamagic Batch C]: Can use Maximized Spell, Piercing Spell, Quicken Spell, Seeking Spell, Twinned Spell.
  119. [Metamagic Batch D]: Can use Selective Spell, Solid Shadows, Widen Spell, Chain Spell, Transmuted Spell, Triplet Spell.
  120. [Natural Spell]: You can cast spells while in alternate forms that would lack the ability to speak or make hand gestures.
  121. [School Focus]: Choose a school of magic. Spells of that school are harder to resist. [Illusion]
  122. [Expanded Arsenal (Enchantment)]: Choose a school of magic. Any effects you have that would apply to only one school of magic, now apply to this one as well.
  123. [School Mastery]: Choose a school of magic. Any spells you cast of that school of magic are cast as though your CL was 5 higher. [Illusion]
  124. [Improved Abundant Casting]: +25 additional Mana.
  125. [Greater Abundant Casting]: +40 additional Mana.
  126. [Second Bloodline]: If you have a Heteromorphic Race, you may choose a second High Racial Class that you would qualify for.
  127. [At Home in the Deep]: If your race can See in Complete Darkness, you gain the ability to see through magical darkness.
  128.  
  129. Skill Breakdown
  130. ===================================================================================================
  131. Base Softcap Added Total
  132. [Ki Control] [9] [9] [24]
  133. [Athletics] [10] [3] [13] [28]
  134. [Balance] [7] [7] [22]
  135. [Climb] [6] [6] [21]
  136. [Jump] [6] [6] [21]
  137. [Tumble] [9] [9] [24]
  138. [Flight] [7] [50] [7] [17]
  139. [Ride] [7] [50] [7] [17]
  140. [Swim] [6] [49] [55] [100]
  141. [Grapple] [6] [50] [6] [16]
  142. [Thievery] [7] [50] [7] [17]
  143. [Stealth] [28] [50] [22] [50] [80]
  144.  
  145. [Mana Control] [80] [5] [85] [100]
  146. [Spellcraft] [100] [100]
  147. [Investigation] [100] [100]
  148. [Insight] [84] [1] [85] [100]
  149. [Perception] [76] [9] [85] [100]
  150. [Medicine] [54] [31] [85] [100]
  151. [Survival] [54] [31] [85] [100]
  152. [Deception] [68] [17] [85] [100]
  153. [Intimidation] [43] [42] [85] [100]
  154. [Leadership] [64] [21] [85] [100]
  155. [Persuasion] [76] [4] [80] [100]
  156.  
  157. [Craft (Alchemy)] [70] [15] [85] [100]
  158. [Craft (Painting)] [70] [15] [85] [100]
  159. [Craft (Calligraphy)] [70] [15] [85] [100]
  160. [Craft (Cooking)] [70] [15] [85] [100]
  161. [Craft (Other)] [70] [20] [20] [30]
  162. [Knowledge (Arcana)] [92] [92] [100]
  163. [Knowledge (Dungeoneering)] [92] [92] [100]
  164. [Knowledge (Engineering)] [92] [50] [50] [60]
  165. [Knowledge (Geography)] [92] [92] [100]
  166. [Knowledge (History)] [92] [92] [100]
  167. [Knowledge (Local)] [92] [92] [100]
  168. [Knowledge (Monster Lore)] [92] [92] [100]
  169. [Knowledge (Nature)] [92] [92] [100]
  170. [Knowledge (Nobility)] [92] [92] [100]
  171. [Knowledge (Religion)] [92] [92] [100]
  172. [Profession (Clerk)] [72] [13] [85] [100]
  173. [Profession (Librarian)] [72] [13] [85] [100]
  174. [Profession (Merchant)] [72] [13] [85] [100]
  175. [Profession (Cook)] [72] [13] [85] [100]
  176. [Profession (Barrister)] [72] [13] [85] [100]
  177. [Profession (Herbalist)] [72] [13] [85] [100]
  178. [Profession (Scribe)] [72] [13] [85] [100]
  179. [Profession (Other)] [72] [42] [42] [52]
  180. [Performance (Act)] [76] [4] [80] [100]
  181. [Performance (Oratory)] [76] [4] [80] [100]
  182. [Performance (Comedy)] [76] [4] [80] [100]
  183. [Performance (Sing)] [76] [4] [80] [100]
  184. [Performance (Dance)] [76] [4] [80] [100]
  185. [Performance (Wind)] [76] [4] [80] [100]
  186. [Performance (Other)] [76] [38] [38] [48]
  187.  
  188. Complications
  189. ===================================================================================================------------------------------------> Brain Eater Complication: [Peculiar Tastes]
  190. • You have a satiety counter that slowly drains over time and is recharged by consuming brains. The stronger the mental attributes of the victim, the more you add to this counter. If this counter ever drops to 0, every creature with at least Int 1, Wis 1, and Cha 1 becomes marked as an enemy (making it easy to misclick). You also gain the [Slowed] and [Dazzled] status effects, which are recast the moment they are removed until your meter is positive. Everyone has come across a poor newbie Brain Eater who forgot about the counter and got stuck in a raid with nothing viable to eat.
  191. ---------------------------------------------------------------------------------------------------
  192. > Enlightened One Complication: [Covenant of Secrets]
  193. • Quests have a hidden rarity value that is listed for your race on a quest's tooltip. You can only see it after you accept it or inspect it from the quest giver's thoughts. Whenever you consume the brain of a quest giver, you gain an amount of XP proportional to the rarity value of all quests offered by the NPC, which is always significantly larger than the quest rewards - doing so closes the quest to other players. You also have a permanent -75% quest XP penalty which does not affect your consumption ability.
  194. ---------------------------------------------------------------------------------------------------
  195. > Mindflayer Complication: [Covenant of Secrets]
  196. • Your satiety counter now recharges only a little bit if you directly consume a brain. Instead, you can recharge more by playing the [Mind Break] minigame. Every NPC in the world has a set of Mental Status Effects that, if experienced in sequence within a set period of time, results in the [Broken Mind] status effect which is both a permanent [Feeblemind] effect and sets the ownership of the NPC to you. If the target is aware of the source, they may experience Mental Status Effects that aren't in the sequence so most NPCs require subtlety for much of the process. The level of the NPC determines how much the counter is increased. Furthermore if your counter reaches 0, you now also gain the [Berserk] status effect, which behaves in the same manner as the other hunger-related effects.
  197. ---------------------------------------------------------------------------------------------------
  198. > Implication: [Primed Olfaction]
  199. • You can now smell the thoughts of others, and they smell delicious. The stronger the cognition, the stronger the scent, and the faster you become hungry. You can suppress this the same way you would suppress hunger, with all of the maladies that come with that. Remember that men are conquered by their stomachs.
  200. • Bonus: You can identify a target's supernatural action through scent alone, which lingers for a while after it has been produced.
  201. ---------------------------------------------------------------------------------------------------
  202. > Implication: [Connoisseur of Mystery]
  203. • You gain a peculiar desire - that of consuming secrets. The fewer people who know of the secret, the more delicious it tastes. You can suppress this the same way you'd ignore your favorite food, but you will only increase your longing in this manner.
  204. • Bonus: When you learn spells by consuming brains, you learn two spells, or one spell of any tradition.
  205. ---------------------------------------------------------------------------------------------------
  206. > Implication: [Dominator]
  207. • You enjoy manipulating the outcomes of violence both physical and social. The intensity scales with the number of controlled participants. You can resist this urge by preoccupying yourself with matters that are more important to you, but doing so feels like you are working too hard. You deserve a break after all.
  208. • Bonus: Your ability to edit NPC combat settings is now short ranged.
  209. ---------------------------------------------------------------------------------------------------
  210. > Implication: [Terror Delight]
  211. • Witnessing others experiencing Mental Status Effects is intoxicating and exhilarating to you. This feeling scales with the amount of simultaneous Mental Status Effects and level of the target; the double scaling usually results in extreme highs if you can achieve both. You can suppress this urge through thoughts that help you empathize with the target, but doing so leaves a poor impression of the target's race.
  212. • Bonus: Mental Status Effects that you inflict via a performed action are harder to resist.
  213. ---------------------------------------------------------------------------------------------------
  214. > Implication: [Outside Influencer]
  215. • You find it rewarding to influence and command the dealings of others. The intensity of this feeling increases the more people you are simultaneously influencing. Resisting this involves cognition that shuts down your sense of reward, but you will never forget your first taste. Fondness grows with distance, of course.
  216. • Bonus: You can issue commands to all weak NPCs within a short range at once.
  217. ---------------------------------------------------------------------------------------------------
  218. > Implication: [Quiet Little One]
  219. • You find solace in silence and are irritated whenever it is broken. This irritation scales based on the actions and especially volume of the violator. Resisting this involves recalling memories of your younger days when you were more rowdy, but doing so makes you feel increasingly advanced in your old age (even if you aren't old).
  220. • Bonus: You can perform an action to inflict silence on targets that you have afflicted with Fear, Despair, or Revulsion.
  221. ---------------------------------------------------------------------------------------------------
  222. > Implication: [Abyssal Nature]
  223. • Darkness is where you thrive; you find light, especially daylight, to be discomforting. The more intense the light, the more intense the feeling. You can resist this the same way you'd resist an itch, but eventually one taste of relief and the feeling comes back with a vengeance. The sun, it seems, is one giant mosquito to you.
  224. • Bonus: Increase your Dark resistance and Light weakness by 25% respectively. This will likely cause you to absorb Dark energy.
  225. ---------------------------------------------------------------------------------------------------
  226. > Implication: [Naked without the Mask] (Custom made for Alghollthu)
  227. • You feel a sense of fear when being seen by others in your true form, unless those watching are under your direct mental control. The fear scales with the number of viewers outside your control. You can resist this feeling by preoccupying yourself to force it out of your mind, but doing so always leaves a sense of paranoia about those around you.
  228. • Bonus: Your protection from Divination under [Change Shape] is harder to pierce.
  229. ---------------------------------------------------------------------------------------------------
  230. > Implication: [Stifled by this Vessel of Flesh] (Custom made for King in Yellow)
  231. • You never feel fully comfortable in your mortal guise, your eldritch form straining against your mortal shell. Like holding in a breath, it feels uncomfortable to maintain your mortal shell, and you feel comfort when you use [Take Off Your Mask], as if relaxing a muscle you didn't realize was tense. This feeling cannot truly be resisted, only endured.
  232. • Bonus: Once the ability reaches its maximum range of 500ft, [Take Off Your Mask] no longer drains mana while active, though if the area affected shifts, mana is drained to compensate.
  233.  
  234. Current Loadout
  235. ===================================================================================================
  236.  
  237. [Weapon]
  238. >Grimoire Aidhed-Togail
  239. [Off Hand]
  240. >Shifter's Claws
  241. [Armor]
  242. >Aboleth's Vestments
  243. [Accessories]
  244. >Halo of the Immaculate
  245. >The Exile's Eye
  246. >Silver Sealer's Ring
  247. >Ring of the Whybear
  248. >Aboleth's Lens
  249. >Ring of the Court of the Deep Sea
  250. Item Breakdown
  251. ===================================================================================================
  252.  
  253. <<Halo of the Immaculate>> (World-Class Accessory)
  254. Can assume an [Angel] alternate form (Modified from Shapeshifter)
  255. Gain any Natural abilities of the form, such as Natural Weapons or Fly (From Shapeshifter)
  256. Grants special ability: [Aura of the Immaculate]
  257. - While in Angel form, Enemies who detect you are afflicted with [Fascination] and [Despair].
  258. - As a World Effect, this is very hard to resist.
  259. [Greater Visage of the Deity (10)] - Can see in Complete Darkness. 25 Supernatural Resistance, 10 Physical Resistance. Possess Natural Armor as strong as Light Armor. Possess wings. +4 STR, +2 DEX, +4 CON, +2 INT, +4 WIS, +4 CHA. +20% Resistance to Cold, Acid and Electricity. Immune to Disease DoT.
  260. [Mesmerizing Glare (3)] - Targets who share a gaze can be afflicted with Fascination.
  261. [Disguise Outfit (1)] - Armor/Garment appears as any other outfit
  262. [Eagle's Splendor (3)] - +4 CHA.
  263. [Owl's Wisdom (3)] - +4 WIS.
  264. - A halo that floats invisibly above the wearer's head until activated. (One of those ornate halos that look like a spiky golden wreath, not a generic ring of light). While deactivated, it still endows its user with the grace and allure of an Seraph and the might of an Archangel. Upon activation, the user takes the form of an Angel. In addition, the users angelic mien is so glorious that those without strong wills prostrate themselves before him.
  265.  
  266. <<Grimoire Aidhed-Togail>> (Mythical-Class Casting Focus)
  267. [Forceful Dark]
  268. [Bane Focus]
  269. - A Dusty Old Tome with Yellowed Pages, Bound in the Black Hide of Some Ancient Unknown Creature. Written in a Dark and Terrible Language, the Tome Describes Magics of Death and Destruction. Spells that Deal Dark Damage Now Deal Additional Physical Damage Equal to Half of Elemental Damage Dealt. Spells that Inflict Negative Status Effects Can Be Cast at Half Mana Cost.
  270.  
  271. <<Shifter's Claws>> (Divine-Class Natural Gear)
  272. [Spellsword (3)] - Can cast Spells while simultaneously wielding, Weapon is considered as a Casting Focus and a Magic Weapon
  273. [Weapon Shift (1)] - Melee weapon can transform into a different melee weapon, ex. Greathammer to Dagger.
  274. [Beast Claws (2)] - +5 Natural Weapon Proficiency.
  275. [Arcane Concordance (4)] - +5 CL. Arcane spells can be cast as if Quicken Spell was used on it without increasing the cost of the spell.
  276. [Sure Casting (2)] - Bypass 25 Supernatural Resistance
  277. [Spell Vulnerability (4)] - Bypass 25 Supernatural Resistance
  278. - A strange set of metal claw tips, the Shifter's Claws adjust to enhance any of the user's natural weapons, becoming teeth, claws, even a tail spike.
  279.  
  280. <<Aboleth's Vestments>> (Mythical-Class Garment)
  281. [Disguise Outfit (1)] - Armor/Garment appears as any other outfit
  282. [Impenetrable Veil (6)] - +20 Stealth, cannot be tracked, Immunity to Divination, Can attempt to hide from Blindsight/Tremorsense/Lifesense/etc
  283. [Greater Mage Armor (4)] - 30 Physical Resistance.
  284. [Crown of Glory (9)] - +20 ML, +4 CHA, Immune to Fear, +20 Vitality.
  285. - These vestments are a set of loose sashes made to wrap around an Aboleth, but upon the wearer transforming, can take the appearance of any nonmagical set of clothes.
  286.  
  287. <<Aboleth's Lens>> (Mythical-Class Accessory)
  288. [Glory of the Faithful (8)] - Add [1/2 CL] to ML.
  289. [Greater Spirit Guide (4)] - +10 to all Skills.
  290. [Greater Heroism (6)] - +10 to any one Martial Proficiency, and +5 to all uncapped skills, +20 Vitality.
  291. [Wings of the Sea (1)] - +30 Swim.
  292. [Adoration (1)] - +5 Persuasion and +5 to all unlocked Performance skills.
  293. - Built specifically for Hythlodaeus, this is a monocle that fits an Aboleth as well as it does a human.
  294.  
  295. <<Ring of the Whybear>> (Mythical-Class Accessory)
  296. [Bite of the Werebear (7)] - +16 STR, +2 DEX, +8 CON, Have Natural Armor as strong as Medium Armor and a Bite Natural Weapon.
  297. [Suffer the Flesh (3)] - +25 CL, -10 CON.
  298. [Death Ward (5)] - Immune to instant Death, Doom, absorb Vitality, and negative energy
  299. [Sustenance (1)] - You do not need to eat or drink, and you need less sleep.
  300. [Spell Enhancer (4)] - +10 CL
  301.  
  302. <<Silver Sealer's Ring>> (Divine-Class Accessory)
  303. [Magic Negation]
  304. [50% Light Resist]
  305. - When a spell is cast nearby, you can pay some Mana, and the ring will negate the spell. Can be performed almost instantly
  306.  
  307. <<The Exile's Eye>> (Mythic-Class Accessory)
  308. [Truesight]
  309. [Voidsight]
  310. [Enchantment Foil]
  311. [Starsight]
  312. - Hung on a silver chain, this amulet has a white eye that looks almost like a gemstone or a Sun Scorned Eye, set in a silver ring that allows one to look through the Eye if they hold it up. Allows the wearer to see through illusions and invisibility, see in complete darkness, and resist enchantment effects. If held up and looked through while outside, one can clearly see the stars and other celestial bodies in the sky, regardless of time of day or weather conditions
  313.  
  314. <<Ring of the Court of the Deep Sea>> (Relic-Class No-Slot Accessory)
  315. [Freedom (9)] - Immune to Paralysis, Petrification, Grapple, Sleep, Slow, Stun, Stop, and Difficult Terrain
  316. [Mending (1)] - Item doesn't naturally degrade. It slowly gets fixed outside combat.
  317. [Arcane Mark (1)]
  318. - A signet ring of the Court, this ring grants protection from some of the more dangerous effects, insisted upon by Brainy as a way of making sure all members of the Court are well-defended.
  319.  
  320. <<Dreamer's Ruby>> (Secret Class Accessory) (Not Equipped)
  321. [Dreamworld Key]
  322. [Summon Dreamshade]
  323. [Lucid Soul]
  324. - This large, spherical red gemstone possesses an inner darkness, and a fiery red effect radiates from it. The Ruby possesses a pocket dimension inside it that can be accessed by the wearer. This dreamworld is about as large as a mansion, and can be customized at will. Allows the wielder to summon a Dream Elemental (Equal to Player Level, but can only be summoned in the Dreamworld). Grants the wielder the ability to communicate with the Lady of the Forsaken Dream ("communicating" with "entities" not properly integrated into the Game may cause instability, or loss of Game Files).
  325.  
  326. Wishes
  327. ===================================================================================================
  328. I wish to be [Happy] - Receive 20% Ygg discount on your next 100 Gacha Rolls.
  329. I wish to be [Rich] - Gain 100 Ygg
  330. I wish to be [Favored by the Elements] - +10% Resistance to Heat, Cold, Acid, Electricity, Sonic damage
  331. I wish to be [Headpatted] - +10% Resistance to Light and Dark
  332. I wish to be [Aware of Stalkers] - Can see the Invisible and Ethereal.
  333. I wish to be [Gifted] - +5 to an Attribute of your choice. Can't exceed maximum of 40 (or Nephilim limits). Does NOT affect Skill points.
  334. I wish to be [Accomplished] - Gain one free feat, which can be any feat you would normally qualify for.
  335. I wish to be [Perfect] - Can see in Complete Darkness, 25 Supernatural Resistance, +25% Resistance to Heat, Cold, Electricity and Sonic (Costs 2 Wishes)
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