STATUS SCREEN
NAME: Seventh Seven
CLASS: Soldier EE, Necromancer EE, Scholar F, Chirurgeon FF
RACE: Human*
HEALTH: 67%
MANA: 32%
ATTRIBUTES
Might – EE
Agility – EE
Essence – EE
Focus – EE
Presence – EE
SKILL LIST:
Soldier Skills:
Polearm Mastery (E)
Thrust (EE)
Cleave (EE)
Light Armor Proficiency (EE)
Lesser Stamina (F)
Comrades in Arms (FF)
Combat Footwork (EE)
Mid-Swing Change (FF)
Residual Strike (FF)
Necromancer Skills:
Raise Dead (E)
Shadowbolt (E)
Death Sense (E)
Wandering Eye (E)
Summon Bone Wall (EE)
Mantle of Decay (F)
Scholar Skills:
Cartography (F)
Literacy (F)
Identify (F)
Fine Drafting (EE)
Chirurgeon Skills:
Numb (FF)
Rejuvenate (F)
Material Recomposition: Biological (FF)
General Skills:
Meditate (E)
Area Channeling (EE)
Ashen Will (F)
Mana Crystallization (FF)
Sense Magic (EE)
Whisper Wind (F)
Light (FF)
Corruption Skills:
Void of Entropy (FF)
Soldier Skills:
Polearm Mastery (E)
Type: Passive Weapon Specialization
Attributes: Might (Primary), Agility (Secondary)
Effect:
Description:
Advanced proficiency with polearms, including spears, halberds, glaives, and related weapons. Improves grip, stance, leverage, and execution of polearm-based techniques. Increases effectiveness of Skills and reduces stamina lost during extended engagements.
Thrust (EE)
Type: Active Weapon Skill
Attributes: Might (Primary), Agility (Secondary)
Effect:
Description:
A fast, linear attack focusing power into a single, piercing strike. Ideal for exploiting gaps in armor and breaking formations. Requires a weapon with thrusting capability.
Cleave (EE)
Type: Active Weapon Skill
Attributes: Might
Effect:
Description:
A wide, horizontal swing designed to hit multiple targets in front of the user. Best suited for heavy blades, axes, or polearms. Momentum-based; consumes more stamina than a standard attack. Damage decreases with additional targets struck.
Light Armor Proficiency (EE)
Type: Passive Armor Specialization
Attributes: Agility
Effect:
Description:
Training and experience with light armor, including leathers, padded cloth, and flexible hybrids. Enhances mobility, reflexes, and impact absorption while wearing light armor. Reduces stamina drain from movement and dodging, and provides a slight reduction of incoming damage.
Provides slight stamina bonus when wearing medium armor, but no bonus for heavy armour.
Lesser Stamina (F)
Type:
Attributes:
Effect:
Description:Grants a small but noticeable increase to total stamina and stamina regeneration. Reduces fatigue buildup from physical activity such as sprinting, climbing, and prolonged combat.
This is a foundational passive. It may be upgraded or replaced by more advanced stamina traits at higher Ranks.
Comrades in Arms (FF)
Type:
Attributes:
Effect:
Description:Provides minor improvements to stamina retention, reaction speed, and focus when operating in coordinated groups of five or more allies. Effects scale slightly with group size but remain limited at this rank.
This is a foundational passive. It may be upgraded or replaced by more advanced coordination traits at higher Ranks.
Combat Footwork (EE)
Type: Passive Mobility Skill
Attribute: Agility
Description:Improves stance transitions, weight shifts, and forward/backward movement during combat. Reduces exposure windows when moving and decreases recovery time after directional changes. Improves greatly balance and traction on uneven, unstable, or debris-covered ground.
Provides a slight inertia bonus on wet and icy conditions.
Mid-Swing Change (FF)
Type: Combat Technique
Attributes: Agility (Primary), Might (Secondary)
Mana Use: Moderate
Casting Time: Instant
Description:
Allows rapid alteration of an attack’s trajectory mid-motion. A swing may convert into a thrust, a thrust may shift into a lateral cut, or the weapon path may deviate to bypass a guard. Reduces recovery time from redirected attacks and enables correction of overcommitted strikes.
Effectiveness depends on weapon length, grip stability, and user strength. Provides no increase in raw damage, only improved control and adaptability during close-quarters combat.
Residual Strike (FF)
Type: Special Attack
Attributes: Might (Primary), Essence (Secondary)
Mana Use: Low
Activation: On Hit
Description:
A physical attack infused with entropy that leaves a short-lived residual imprint in the surrounding air. For a brief duration after the initial strike, the affected space retains part of the attack’s trajectory and force.
Creatures moving through the affected space take minor Entropy Damage. The effect does not track targets and does not persist beyond its duration. Multiple imprints do not stack in the same location.
Effect duration and area scale slightly with attack speed and precision.
Necromancy Skills:
Raise Dead (E)
Type: Necromancy, Reanimation Spell
Attributes: Essence (Primary), Presence (Secondary)
Mana Cost: Moderate
Casting Time: Instant
Distance: Medium
Description:
Reanimates a corpse of equal or lower Rank as a controllable minion. Corpses up to one Rank above your own can be raised by channeling a significantly greater amount of mana. The resulting undead retains its original Class and Skills, though these decay and vanish within 48 hours.
Behavior and obedience depend on Presence, clarity of commands, and compatibility with the corpse.
Extra Effect – Necrotic Relay:
If a raised undead minion is within line of sight and range, Raise Dead can be cast through them as a relay conduit, extending the effective range of the spell. This allows the caster to reanimate corpses far beyond the standard casting distance. Ideal for battlefield control, ambush resurrection, or scavenging from a distance.
Relayed casts cost slightly more mana, and the conduit minion may experience temporary instability or degradation if used repeatedly within a short time.
Shadowbolt (E)
Type: Projectile Darkness Spell
Attributes: Focus (Primary), Essence (Secondary)
Mana Use: Minor-Moderate
Casting Time: Instant
Distance: Medium-Long
Damage: Wounding-Severe
Description:
A basic dark-element projectile that harms enemies at range. Damage and accuracy scale with ambient mana density and type. In high light, the bolt grows weaker and may flicker. In corrupted terrain, it becomes faster, sharper, and more lethal.
Extra Effect – Death Mana Residue:
On impact, Shadowbolt leaves behind a faint trace of Death Mana that lingers in the target’s body or the surrounding terrain. This residue causes minor damage over time as necrotic energy festers, particularly effective against living creatures.
If Shadowbolt hits to a armoured target, all of the projectiles payload converts into Death Mana, causing damage over time to the target instead of instant damage.
Additionally, reanimation-class skills used on recently struck targets cost reduced mana, drawing from the residual death mana.
Death Sense (E)
Type: Passive Perception Skill - Toggleable
Attributes: Presence
Mana Use: None
Casting Time: None
Range: Long
Description:
A passive sense attuned to Death Mana. Corpses within range are softly highlighted in the user’s interface, even through living and dead bodies, up to one inch of iron, and three feet of unenchanted stone. Though this extended perception has reduced clarity with distance or density.
Fresh corpses appear vibrant and sharply defined, while older remains fade into dim echoes.
Wandering Eye (E)
Type: Active Perception Spell
Attributes: Presence (Primary), Focus (Secondary)
Mana Use: Moderate
Casting Time: 10 seconds
Range: Up to Extreme Distance
Description:
Summon an ethereal sensory organ, a floating eye-shaped construct made of condensed mana, at a location within line of sight. The eye is translucent, faintly luminous, and silent. Once conjured, it may be moved slowly through open space by sustained mental focus, granting the caster visual and sensory feedback as if viewing from its position. The eye can be tethered to a stable surface. The eye must be within one feet from the target and stays locked on to the position relative of the tethering target. The eye has Basic Darkvision.
Second cast of the spell creates a second eye that functions identically to the first one. Subsequential casts will dissipate the oldest eye when the new one appears.
The eye dissipates if caster moves beyond the maximum range.
Summon Bone Wall (EE)
Type: Conjuration Spell
Attributes: Essence
Mana Use: Moderate
Casting Time: Instant
Distance: Medium
Description:
Raises a jagged wall of fused bone from the ground at a targeted location. Each casting forms a single segment approximately 7 feet wide, 9 feet tall, and 15 inches thick. Up to four Bone Walls may exist simultaneously; casting a fourth causes the oldest to crumble into dust.
Walls are brittle but solid, obstructing movement, blocking line of sight, and offering temporary cover. They can be broken with force or gradually destroyed.
Each wall lasts up to 12 hours, but will deteriorate sooner if not sustained by ambient mana or periodic reinforcement from the caster. If the caster moves more than 200 feet away from a wall, it immediately collapses.
Mantle of Decay (F)
Type: Necromancy, Protection Spell
Attributes: Essence (Primary), Presence (Secondary)
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Mana Use: High
Casting Time: Instant
Distance: Self - Touch
Description:
Covers a friendly target or the caster in a swarm of summoned insects— beetles, flies, and decay-feeding bugs. The swarm consumes negative effects such as poisons, venoms, disease, curses, or similar harmful statuses. These effects are broken down and converted into mana, which powers the swarm. After the original target is cleansed of harmful effects, the swarm remains on the target until its mana is expended or it disperses into the surrounding area to cleanse the battlefield.
The swarm will remain active as long as it has energy sources. If all negative effects are consumed and there is no ambient mana, it automatically disperses.
This spell may fail if the negative effect is higher rank, and subsequential casts do not give additional chances of successful cast.
Scholar Skills:
Cartography (F)
Type: Passive Survey Skill
Attributes: Presence (Primary), Agility (Secondary)
Effect: Mapping, Spatial Awareness
Description:
Enables the user to record and interpret spatial layouts, terrain features, and structural patterns. Improves navigation, route planning, and environmental recall.
Maps created are stored in the System interface and may include labels, notations, and path history based on observation and clarity. Accuracy improves with familiarity and repetition.
Literacy (F)
Type: Passive Language Skill
Attributes: Presence (Primary), Focus (Secondary)
Effect: Language Comprehension
Description:
Allows the user to read and write recognized languages supported by the System. Includes automatic parsing of signage, labels, books, and written spells.
Limited to languages the user has basic exposure to. Accuracy and fluency increase with time and repeated contact. Does not grant spoken fluency or translation of spoken dialects.
Identify (F)
Type: Active Perception Skill
Attributes: Presence
Mana Use: Minor
Casting Time: Short
Description:
Analyzes an object, creature, or structure to retrieve system-recognized data, such as name, type, material, known properties, and origin.
Results are displayed in a standardized format, often including region, subtype, historical categorization, and relevant subsystem tags (e.g., dungeon section or faction origin). Does not reveal value, alignment, or hidden enchantments.
Fine Drafting (EE)
Type: Active Art Skill
Attributes: Agility
Mana Use: Lesser-Low
Description:
Improves manual accuracy when producing lines, circles, symbols, and structural diagrams. Reduces tremor, drift, and cumulative error during extended drafting. Enables consistent reproduction of geometric forms and enhances clarity of maps, markers, and written annotations.
Chirurgeon Skills:
Rejuvenate (FF)
Type: Active Restoration Spell
Attribute: Focus
Mana Use: Moderate
Casting Time: Short
Range: Touch - Short
Description:
Stimulates natural recovery processes rather than directly repairing damage. Gradually restores tissue integrity, mitigates fatigue, and stabilizes internal damage over time.
Rejuvenate may be localized to a specific biological system or body region. Multiple instances may be applied simultaneously, up to a maximum of five active effects, provided each cast targets a different recovery focus.
Effectiveness depends on target condition and caster knowledge. Does not instantly heal catastrophic trauma or restore lost body parts.
Numb (FF)
Type: Active Medical Skill
Attribute: Focus
Mana Use: Low
Casting Time: Instant
Range: Touch
Duration: Up to 1 hour
Description:
Applies localized sensory suppression to a targeted area of a living or unconscious creature. Reduces or removes pain and tactile feedback without affecting motor control. Effect does not spread beyond the treated region.
Does not function on resisting, alert enemies. Does not heal damage or prevent further injury. Sensation returns gradually when the effect expires.
Material Recomposition: Biological (FF)
Type: Active Material Manipulation Skill
Attribute: Essence
Mana Use: High-Extreme (scales with volume and complexity)
Casting Time: Variable
Range: Touch
Description:
Reconfigures existing biological material into other biological forms. Permitted conversions include bone to flesh, flesh to blood, nerve tissue to vascular structures, and similar transformations. Does not create new mass; output is limited by available input material.
Mana cost scales with total material volume, structural complexity, and degree of transformation. Improper ratios or insufficient input may result in unstable output or partial failure.
Cannot affect living, resisting targets. Recomposition preserves material continuity but does not guarantee functional optimization without additional treatment or medical oversight.
General Skills:
Meditate (E)
Type: Active Recovery Skill
Attributes: Focus (Primary), Essence (Secondary)
Effect: Regeneration, Mana Recovery
Description:
Enter a calm, passive state to accelerate natural regeneration of Health and Mana. Requires the user to remain motionless and undisturbed. Slowly removes poison and negative status effects.
Any movement, damage taken, or hostile action will cancel the effect.
Area Channeling (EE)
Type: Mana Channeling Skill
Attributes: Focus
Casting time: Concentration
Distance: Close
Description:
Allows the caster to channel ambient mana into spells or their body. Mana is drawn to the caster’s body, with the caster acting as the focusing point and origin of the spell’s effect.
Converting ambient mana into a specific elemental type reduces the total amount of mana gained. Conversion of opposing elements is impossible. However, converting confluence mana into minor elements increase the mana gained slightly.
The Focus attribute and this skill’s rank affect the conversion rate.
Ashen Will (F)
Type: Active Aura – Toggleable
Attribute: Presence
Radius: Medium
Description:
While active, this aura anchors undead under the user’s control. Subjects within range demonstrate improved cohesion, reduced delay between command and action, and partial resistance to mind control. The effect intensifies when surrounded or during morale-breaking events.
Living enemies within the aura may experience minor disorientation, phantom sensory input, or short-term memory interference. Symptoms worsen in individuals previously exposed to necrotic environments or high-mortality encounters.
Ashen Will remains active until dismissed or the user is incapacitated.
Mana Crystallization (FF)
Type: Arcane Manipulation Skill
Attributes: Focus
Mana Use: Extreme
Casting Time: Variable
Distance: Self
Description:
Condenses raw mana into a solid crystalline form, an Essence Stone. This process requires extremely high mana output and moment-to-moment control. Casting is mentally and physically taxing.
The affinity of the resulting stone is shaped by the caster's Focus, nature, and the type of mana used.
Sense Magic (EE)
Type: Active Perception Skill
Attributes: Focus (Primary), Presence (Secondary)
Mana Use: High
Casting Time: None
Range: Short
Description:
Allows detection of ambient mana and active magical effects within range. Sources of magic are perceived as fluctuations, distortions, or currents relative to their strength and proximity.
Provides no detailed information at this rank.
Whisper Wind (F)
Type: Communication Spell
Attribute: Focus
Mana Use: Low
Casting Time: Variable – Message Lenght
Range: Long
Description:
Carries the caster’s whispered speech along a narrow mana-guided channel to a designated target. The message is audible only to the intended recipient and cannot be overheard by others along the path.
Effect is limited to short verbal communication. Environmental interference may reduce clarity at extended range. Does not transmit sound through sealed barriers or antimagic fields.
Light (FF)
Type: Active Utility Spell
Attributes: Focus
Mana Use: Low (increases with duration)
Casting Time: Instant
Range: Touch – Short
Duration: Variable (up to 24 hours)
Description:
Creates a steady, non-harmful light source at a targeted point or object. Illumination intensity is fixed at this rank.
Duration may be extended by additional mana expenditure, up to a maximum of 24 hours. The light persists without further concentration once established and ends automatically when duration expires or when dispelled.
Corruption Skills:
Void of Entropy (FF)
Type: Active Storage / Utility Skill
Attributes: Corruption (Primary), Essence (Secondary), Focus (Thirtiary)
Mana Use: Variable (dynamic scaling)
Casting Time: Instant-Variable
Duration: Indefinite (contingent on user state)
Effect: Restricted Storage (organic-priority)
Description:
Initializes a tethered voidspace instance assigned to the invoking user’s identity marker. The voidspace permits insertion of discrete physical objects composed predominantly of organic matter. Inorganic components may be accepted provided the enclosing or dominant material qualifies as organic by volumetric or compositional ratio, as interpreted by the system’s material parsing algorithm.
Insertion cost is a variable function of (a) cumulative storage mass currently occupying the voidspace and (b) the absolute mass and complexity of the incoming item. Excessive or borderline entries may trigger internal overflow routines, resulting in forced ejection or casting instability.
While stored, objects are held in stasis: state-locked against decay, degradation, or interaction of outside forces. Retrieval can be performed manually via predefined recall trigger or system-integrated gesture interface, assuming user is conscious and within system-defined operational boundaries.
Voidspace instance cannot accept living organisms, active magical entities, or non-material phenomena. Improper usage may result in localized entropy feedback.

