priority
locked
[skill registry]
physical innate (5/9)
+ health (HP = 70) [4 (day 15)]
+ health (HP = 105) [7 (day 24)]
+ health (HP = 140)
+ bit-above-average strength (STR 17+001/DEF 13: rice bags) [16 (
day 54)]
+ above-average strength (STR 22/DEF 14: bodies)
+ high-level endgame crazy strong (for a mage) (STR 28/DEF 16: k-cars, AVG weapons OK)+ above-average dexterity (can complete precision jumping puzzles with some difficulty; complicated cuts are slow) [15 (
day 52)]
+ damned awesome dexterity (you are the swift master of precision jumping) [22 (
day 76)]
+ stamina boost (slow but steady)
physical learned (7/13)
+ how to kick it (kicking someone in the face and taking their HP) [1 (day 2)]
+ skill at chakrams (how not to cut yourself (STR+002)) [5 (day 19)]
+ advanced skill at chakrams (how to be good at cutting others (STR+005)) [19 (
day 64/game 45)]
+ c-c-c-combo maker (press the action button three times)
+ throwing weapons!? [13 (day 40)]
+ whips!?
+ swords!?+ iron chef china (the ability to make something tasty? edible out of literally any food) [9 (day 26)]
+ herbalism 101 (a sense of what natural things can mix with what for (very minor!) buffs)
+ drunken fist (and foot, and maybe blade) [20 (
day 69)]
+ she's a lady (court dancing!) [12 (day 36)]
+ suzuki technique (ability to play the biwa grudgingly well)
+ ancient chinese secretsupernatural innate (5/10)
+ above-average magical stamina (MP = 60) [14 (day 48)]
+ above-average magical stamina (MP = 90)
+ above-average magical stamina (MP = 120)+ above-average magical strength (MAG++) [8 (day 26)]
+ high magical strength (MAG+++) [17 (
day 56)]
+ above-average magical defense (MDEF++)
+ mana regain at rest (10MP/hr) [11 (day 32)]
+ more mana regain at rest (25MP/hr)
+ speedy mana regain at rest (50MP/hr)+ development (adapting and creating spells) [6 (day 21)]
supernatural learned (5/12)
+ blue (water/ice magic) [21 (day 73)]
+ white (force/holy magic) [3 (day 11)]
+ red (fire magic) [2 (day 8)]
+ green (wind magic)
+ black (explosives/shadow magic) [18 (
day 58)]
+ yellow (electricity magic)
+ wide (sends spells on a wide directional spread)
+ power (heavy HP dealing spells)
+ super (advanced version of "normal" spells)
+ circle (spells that can hit across the field) [10 (day 29)]
+ hyper (expends all MP; power scales with MP used)
+ Valiant (gold+cosmos - creates a field which subtracts damage from MP instead, which can be fired off to deal damage)