Infinite Realm: Monsters & Legends

Chapter 594: Ryun



Chapter 594: Ryun

Shard

Ryun sat on the floor of his home, his old one. The palace in the Twilight Woods territory. Selia had moved here in secret, to prevent another attempt on her life. And he and Erdania had come to stay with her until the counterattack began in full.

All three of them were on the floor together, Essence thick around them. They’d been advancing together.

“It’s the same Class again,” Erdania said once she finished leveling up to her third Evolution. “Shard of Reliability.”

“Attunement?” Ryun asked.

“No additional one,” Erdania answered.

Ryun grumbled, but it seemed like there were some drawbacks to doing the things their way. “And perks?”

“I’m leveling again, there’s only the one,” she answered.

Ryun sighed. It seemed that their new divine rarity Classes had some drawbacks, not that it wasn’t powerful. Erdania used to have only a single evolution Class, which had changed with the next evolution into the new Shard of Reliability. She got a new attunement, without being able to choose, along with a new perk, again with no choice. Her abilities remained, and she gained three new ones too. She did retain her previous perks and attunement, so that was also good.

He glanced at Selia and nodded. She hadn’t leveled yet, but she had a lot more invested in her Classes. So if Erdania’s experience was any indication, Selia would benefit more because she would retain her previous Class evolution benefits.

As she leveled, she told them that she also gained three new abilities, just like Erdania.

Ryun would get none of it, just a single attunement and one perk per evolution. Even if they were powerful, if Erdania’s are any indication, he couldn’t help but feel like he was being cheated out of more power.

He did wonder if it would be the same if they didn’t have this Shard Class, but if they had just reached the last tier of another Focus and then started advancing the other. The Shard Class was obviously linked to what they had achieved, their Axioms. Other people wouldn’t necessarily have that when they reached the peak of another Focus. Anrosh didn’t have a single Class, she had a progression through the last tier, though she did have only a single choice and all Eternal Classes, until she ended up with the Herald of the End Class.

So there was still a progression possible even when capped at a certain Focus. Though, her case was a bit different, he couldn’t assume that it would be the same for others. And he didn’t know how it affected Cultivation if Class was the first Focus completed. Nayra was close to advancing her Path, so they would know soon.

“You were right,” Erdania said after a little while. “No Oath.”

Ryun grimaced. He had suspected. There had to be consequences of picking one Focus over another. They got their Bloodlines, but wouldn’t get any additional power from the Class. Probably wouldn’t get an Image from Skills either.

Not like it mattered, he did feel like he had something similar, only achieved through other means. In the end, he suspected that each focus had the same end goal, to reach for the Heavens and assume an Axiom, claim a throne. For those who succeeded, power of a Focus would mean little. He didn’t even think that it would matter once they gained their full power.

From what little he remembered touching it… It felt like absolute power over his Axiom, would Perks even matter? It was godhood.

“My stats are so unbalanced,” Erdania commented.

“How do you feel?” Ryun asked.

“Never better,” she chuckled.

“Our bodies are different now,” Selia chimed in. “We are more Soul than body, infused fully, stats matter when your body is fully flesh and blood, or things that were still… I guess mortal in a way? When your strength is so high that just punching can tear your muscles and bones apart, then it is a problem. We are different, our bodies a lot sturdier.”

Erdania nodded. “Yeah, I think I understand. Besides, I’m Reliability, my body is solid,” she smiled.

Ryun shook his head, then focused inward, it was time for him to advance his Class too. They had accumulated a lot of Essence and set it aside for this purpose. Their fights against the Dome, the war before that, they hadn’t spent everything. They gave a portion to the Sect, but they had gained too much. Killing the Unchained hadn’t been without its rewards either.

He leveled, gaining his attunement and perk. Like with Erdania, he gained three abilities, but didn’t have any option to choose more than that. He hadn’t had a Class before leveling, so he had nothing to retain. His abilities followed the same theme as hers and were assigned to him. He had no choice to pick an additional ability and only gained extra stats, always the same, wisdom and intelligence compared to vitality and endurance for Erdania.

That was a good thing, his vitality was high, but its effectiveness was diminished since he gained his Axiom.

His three abilities were: [Strike of the End], [End’s Step], and [Summon Herald]. Same naming scheme as Erdania’s and Selia’s, with theirs being Reliability and Legacy. It seemed like there was something built into this type of Class, and Heralds were a part of it. Neither of them had a Herald, but it was something to think about.

His attunement was also the same as theirs, with only the name substituted for the End.

EVOLUTION ATTUNEMENT BONUS:

End’s Mantle

You hold the Mantle of the End. All End-related powers are within your domain. You can sense related powers in others and as the holder of the Mantle can stifle or amplify that power in them. Gain +20% to all stats.

They compared their attunements, and found that they were similar in effects and wording. Which made sense, they were all Shards of their respective Axioms.

He continued leveling, putting in his stats into wisdom and intelligence as he went as those were the only stats that mattered to him now. He could feel the increases as he went. He had come to a point where it was a constant battle for him to not damage the world around him as he acted. He had to keep his body in check with his will, control his output, otherwise a single expression of Qi or his authority would end everything around him.

His perks were also the same as Erdania’s and Selia’s, or at least the same tier for tier. He had one extra perk that they didn’t have, as he started leveling from zero.

Vision of the End (Class Perk)

Once a month, look upon anything and see its projected End.

It was a unique perk, and one that Selia and Erdania didn’t have as they already had other perks. He wondered what theirs would look like, but shook his head and focused on his own. This seemed different to what he had when he felt an End approaching. This would probably do something similar to his Ideal, but more, allow him to see the most probable way something would reach its End, a person, an object, anything really. He would have to test it.

He quickly turned his attention back to his Class, and continued leveling. Once he reached the last level, he looked back to his perk list, he had nine Class skills, one for each evolution. Each was powerful in its own way. His last one though… It made him think that his old memories were right. It felt like it was almost fated, especially since he had been thinking about the way to help Tali. He restrained himself from using it, there were still things he had to figure out.

He raised his head, the others had finished too. Now, he felt ready for the war to come.

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Ryun Sheets

My calculator is a bit broken, so the order of perks isn't correct, and if there are any errors please let me know in the comments so that I can fix them!

RYUN SCREENS

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Perks

Mark Essence (Skill Perk)

You may mark any Essence that you can visibly identify, any damage done to that type of Essence is increased by up to 20%. Gain +15% to intelligence.

Marked Target (Skill Perk)

Your Of Targeted Resonance Sense allows you to mark anything, as long as it is inside of your sensory range, you always know where it is. Can only have one article marked. +15% to intelligence.

Piercing Perception (Skill Perk)

Your I Perceived By My Will allows you to sense through most scrying protections. +25% to dexterity and intelligence.

End Qi (Aspect Perk)

You may draw in any End related Essence and convert it to Qi. Draw in sped of Essence within your Authority is significantly increased. Your Qi passively enhances your being with the concepts of the End. You are immune to all tracking or scrying methods. Any attacks against you will lose a portion of their power based on the difference between their and your understanding of the Essence used. You are immune to directly influencing movement restriction effects. You have no presence that can be sensed by anything or anyone. +35% to vitality, +60% to wisdom and intelligence.

Total Knowledge (Skill Perk)

Your My Sphere, Total Clarity allows you to sense even the smallest changes in a sphere around you. Once per week, you may activate Total Knowledge and gain complete understanding of the position of everything in regards to you, the effect will last for 10 seconds. Size of the sphere depends on will. Gain +10% to intelligence.

Physical Appearance: Inner Refinement—Void Chassis (Path Perk)

Your body and features are refined. Your inner parts are a step closer to embodying the void: stat impairment and sickness have 50% less effect on you. Enhances your current capabilities. +25% to wisdom, +25% to dexterity, +25% to vitality. You are built of Void.

Essence Sense (Skill Perk)

Your Essence senses are greatly improved, allowing you to distinguish between individual Essences with greater Ease. +20% to intelligence

Smithing Proficiency (Skill Perk)

Your smithing infuses your creation with a small protion of your power, giving extra stats depending on the rarity of creation. +20% to strength and intelligence.

Send Thought (Contract Perk)

You and your contracted partner are able to send thoughts to one another regardless of distance.

End, Creation, Reliability (Path Perk)

You've focused on mastering the Aspects related to the end of all things. You gain a slight understanding of all Destructive Essences. Through your link with your other half you gain their understanding of Creation and Reliability Essences at half the effectiveness. +25% to wisdom.

Essence Smithing (Skill Perk)

When smithing, you are able to manipulate Essences to a greater degree. +20% to intelligence and wisdom.

Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings.

Eternal Hunters: Reaper (Unique Perk)

You hold the essence of one part of the Aspects of True Death. You are one part of three, and are inescapably linked with your other parts. Your mind is linked with that of your other parts, allowing you to speak to one another regardless of distance. You may sense your other parts regardless of distance. You gain the ability to sense death. You gain the Presence of the Eternal Hunters Aura, when active, you gain Death Mark: Anything with a soul killed by you has its soul completely destroyed and returned to oblivion. Nearby beings based on your intentions have -25% to all regenerative effects and -25% to total stats, half of the drained stats are granted to you, the other half to the Scythe.

Change Essence (Skill Perk)

Once a week you may change the nature of a Essence to any closely related Essence, amount depends on your will. +25% to Intelligence and wisdom.

Master's Conduits (Path Perk)

Your Qi conduits are made for masterful control. Allows for complete command of Qi and Essence through conduits. +25% to wisdom.

Conclusion Dominance (Title Perk)

Once per three months, for three minutes you may see the strings of future probability of all reality in the three hundred meter radius around yourself. By expending your will you can bring/cause a False End to any and all things by cutting the string, no matter the plane of reality. The amount of will necessary and the difficulty of cutting the string increases with: length of the probable future, power disparity, opposing will, size of target.

Upon the duration's end, if possible, the cut strings will be reconnected and returned to the previous path and state. The changes may be irreversible, as everything including reality itself, ends someplace and sometime.

Indomitable (Title Perk)

You are immune to all mind-altering effects from opponents that are on a lower tier of power than you.

Mark of the Endless Core—Oblivion Well (Unique Perk)

Your core is endless. It can encompasses the whole of oblivion. Its physical size is set and will never change. The inside of your core can be deepened endlessly. Current core size equal to 150% of the original core size, your Qi regeneration is equal to 80% of the original core’s regeneration. Drawing in Essence past the point of it being full will deepen the core size. Cycling has greater benefits, each cycle increases the core size by an extra 5%. You can convert drawn-in Essence to Qi and replenish your core, you can consume the unrelated type Essence that you draw in and turn it into Oblivion at a rate of 100 to 1, if it is tier 6 or higher, and exponentionally increasing if it is lower. Gain +50% to wisdom. The endless deep of Oblivion is at the heart of you.

End Territory Gate (Path Perk)

You may open a door to your Territory that allows entrance to anyone that walks through it. Your Territory is directly linked to your own being, allowing you access to the Essences within yourself and the connections to the related planes. Gain +25% to intelligence and wisdom. You are in the heart of everything.

Master of the End (Path Perk)

You may exert influence on End related Essence around you. +15% to endurance and +25% to wisdom.

Coming of the End (Path Perk)

You may manifest the core ideas behind your power, allowing you to manifest a field within your domain of influence which lets you remove core ideas from the Essences you interact with. +35% to wisdom.

True Name (Path Perk)

You’ve delved deep and discovered your true name. You hear any instance of it being spoken no matter the distance, you may listen in on the area where it was spoken, and once every three months you may step through reality to reach the spot where your name was spoken. +25% to all stats.

Field of a Thousand Cuts (Skill Perk)

Your My Foes, Torn Asunder allows for great devastation. Once per day you may create a field of a thousand cuts all around you, creating spatial tears in a twenty meter radius around you that will cut any foe that gets near them and deal damage equal to 20% your current strength. One spatial tear can only deal damage once before disappearing. Undetectable except by special perceptions. Gain +10% to strength.

The Pull of the End (Path Perk)

Enter your Ascended State, while in this state all things within your domain of influence hasten toward their End. All powers weaken and all life is shortened based on your will. While in this state your being is fueled by the lessening of the world around you, increasing your stats and restoring your being. +30% to intelligence and wisdom.

Reaper’s Aura (Title Perk)

You can no longer be scanned by any abilities, techniques, or skills from people who are on the same or lower tier of power than you. You may manifest the Reaper’s Aura, filling all within your presence with dread.

Adaptive Infinitum Chassis—Advent of the End (Unique Perk)

Your body is forged for adaptive regeneration. It is made out of the Idea of the End. You no longer suffer from stat impairment and sickness.

You no longer have endurance. Your current endurance stats and bonuses are added to your vitality, you can never gain any more endurance. Endurance based effects don’t work for you. As you have no endurance, any force impacting you will damage you.

The effects of your vitality on your base regeneration are increased by 10x. Your being constantly regenerates, your passive regeneration drains your stamina, the more damage it needs to regenerate in order to keep your being whole the more it drains. Anything that pierces your being will immediately start the adaptive regeneration process based on will. The End will exert its influence on anything that pierces your being based on your will and understanding, draining your stamina and Qi. Any time you are damaged, your vitality scales and increases based on the amount of damage suffered. The higher the damage you suffer the higher the boost to your vitality, starting at 2x to 250x.

Disadvantageous effects of End related Essences no longer apply on you. Your End related effects are 30% more effective within your Authority. You are able to halt your momentum instantly and can ignore the effects of gravity on your being.

Adaptive Regeneration allows your body to adapt to any harm after regenerating. Suffering the same manner of attack again will have your being adapt and compensate, decreasing the effectiveness of the attack. Experiencing the same manner of damage a second type will have it only deal 80% of its damage to you. Third only 60%, fourth 40%, fifth 20%, on the sixth you are immune to that manner of attack. The effect lasts for three minutes and the timer is reapplied with each instance of attempted damage.

You gain +60% to wisdom and +150% to vitality.

That which does not kill me, makes me stronger.

Infinitum Chassis Base Endurance Removal (Unique Perk)

Removes future endurance after Early Ascended

Current base static endurance: 1503

Current base percent endurance: 15%

Infinitum Chassis Bonus Endurance Removal (Unique Perk)

Removes future endurance after Early Ascended

Current static bonus endurance: 3445

Current percent bonus endurance: 124%

Forged In Stars (Bond Perk)

Any item worn by the user gains +50% to their durability.

Lesser Enlightened (Title Perk)

Your mind is resistant to mind effects and can function at moderate

condition in all states, even after it was damaged beyond the point where most

would falter.

Key to Chamber of Treasures (Title Perk)

Your Soul is marked with a key that will open a certain door.

Key to Blighted Heart (Title Perk)

Your Soul is marked with a key that will open a certain door.

Nascent Ascendant of the End—Domain Aura Authority, Incomplete Idea of the End (Path Perk)

You've walked the Path of the End through Oblivion, but you have taken steps away from the singular path. Take a step now onto a greater path where many branches come to their End. Your forged existence will retain the parts of it related to Oblivion and True Death, but the elements of your Soul will retake the primary domain.

You are the raw meaning of a Soul embodying the End, augmented by your Aspects. More compatible Aspects can be added to the whole. Appearance, size, and presentation dependent on will and meaning. Consuming high tier Essence and bringing it to its End grants you fuel to grow your Soul domain authority. Your meaning endures for as long as a single piece of your Soul Essence exists, and you can recover to full from it. The strength of the Idea behind your existence grants you power. Nascent status grants you a tiny portion of this power, +200% to all stats when acting according with the principles of the End.

Realm restrictions lifted, able to walk on any plane. Ascendant path guaranteed upon complete advancement.

Removal of Aspect Manifestation: Oblivion Aura—Oblivion’s Persistence.

Reproduction will only be possible through use of powers.

Relevant Perk alteration.

Gain +60% to intelligence, wisdom, vitality.

You embody the ideas of several Aspects, weaving them together to form a singular Idea.

Gate to Oblivion (Title Perk)

Open a Gate to the Oblivion Plane.

Aspect of Oblivion (Title Perk)

You are in tune with the Aspect of Oblivion, in truly focused moments you can draw from the Aspect of Oblivion's Origin Plane and increase the effectiveness of all your related powers. Effectiveness depends on your understanding on Oblivion.

Sage of Oblivion (Title Perk)

Your connection to the Plane of Oblivion is superior. All Oblivion related powers have their effectiveness increased by 100% when touching the Plane of Oblivion. Your understanding of the core principles of Oblivion are superior. All Oblivion related destruction powers have their effectiveness increased by 100%. You may manipulate Oblivion in a limited radius around you and you may alter others perception of it, effects depend on your connection to the Plane of Oblivion.

Sage of True Death (Title Perk)

You are the Aspect of True Death.

Witness Life (Title Perk)

Gain a glimpse of memories from those whose journey you hasten through True Death.

Shard of Divinity; End (Grand Perk) (Title Perk)

You have begun the Ascension to the Heavens, but the Heavens are not there. A piece of the power ahead is yours.

Your Authority over all Essence within your Aura Domain is significantly increased, the strength of your intent and meaning is additionally magnified by your willpower.

Your Authority over the End related Essences within your Aura Domain is near perfect.

This perk and related title are hidden from all sights but yours.

Last Forest (Title Perk)

Summon into being the Last Forest, the last stop to the Final End.

Vision of the End (Class Perk)

Once a month, look upon anything and see its projected End.

Call of the End (Class Perk)

Once a month you may enter the plane of the End.

Whispers of the End (Class Perk)

Once a month, give a target a subtle understanding of their End.

Mark of the End (Class Perk)

Once a month, mark a target and accelerate the arrival of their End. Acceleration dependent on will of both target and user.

Knowledge of the End (Class Perk)

Once a month, grant a target insight into the nature of the End.

Gift of the End (Class Perk)

Once a month imbue a target with your full understanding of the End and a fraction of your power. Can only target Heralds, Priests, Followers, of the End.

Wrath of the End (Class Perk)

Once a month, break any active power.

Pact of the End (Class Perk)

Once a year, make a pact with a target, granting them power in exchange for a significant service and hastening of their End.

Journey of the End (Class Perk)

Once a hundred years, step beyond the End.

Class

Shard of the End

Level

520

Combat Ability

Strike of the End

Movement Ability

End's Step

Support Ability

Summon Herald

EVOLUTION ATTUNEMENT BONUS:

End's Mantle

You hold the Mantle of the End. All End-related powers are within your domain. You can sense related powers in others and as the holder of the Mantle can stifle or amplify that power in them. Gain +20% to all stats.

Cultivation

Path of the Final End ( Et )

Stage

Peak Eternal

Aspect

End

Base Technique

Mantle of Gathering Twilight

Branch Technique

Twilight Cutting Flicker

Fruit Technique

Final End

Cultivation

Path of the Unbreakable Wall ( Et )

Stage

Mid Eternal

Base Technique

Twilight Shaping Cast

Branch Technique

Field of Twilight's Calm

Fruit Technique

Avatar of the Twilight Reaper

Passive Skills

Active Skills

Velocity

Perfect Cut: My Foes, Torn Asunder

I Perceived By My Will

Pouncing Rush

Perfect Enhanced Adaptation

I Shape Essence

Enduring Trained Body

Divided Mind

Greater Restoration

Mental Pillar

Strength

11269

Dexterity

11335

Vitality

35828

Endurance

0

Intelligence

23251

Wisdom

30187

The Essenceborn Bloodline

The Essenceborn Bloodline grants the ability to see all Essence at the cost of regular sight, as well as complete mastery and control over any Essence within the Cultivator’s Conduits. Command over Essence comes easier to the bearer, and affinities with all Essence are significantly increased.

The bearer of this Bloodline gains +75 wisdom, +25 vitality, and +25 intelligence, per Path Stage to base stats.

The originator of the Bloodline retains the bonuses of previous perks.

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