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The Cards documented below are listed at base value for their Levels and Ranks. All figures are shown without the amplifying Effects of the Origin Card or Enhancements.

Origin (Prior Life)

[Card Name: Origin]

[Class: Origin]

[Rank: Origin]

[Level: X]

[Description: Steals the life energy of the Wielder. This Card Levels based on the Wielder's Life Score and does not accept Essence. Life Score is rewarded passively, trading the Wielder's longevity for points toward the Life Score. Additionally, all acts that benefit humanity reward additional points. With every Level, this Card gains a new Effect. The Wielder will be unaware of this Card's Effects until specific conditions are met]

[Life Score: 121,200,083,654,999]

[Effect 1: The Wielder has lived for a century, gaining vast wisdom and experience. The Wielder gains a flawless memory, allowing them to access this wealth of knowledge on command]

[Effect 2: ???]

[Effect 3: ???]

[Effect 4: ???]

[Effect 5: ???]

[Effect 6: ???]

[Effect 7: The Wielder has eliminated an Anchor. For each Anchor eliminated due to the Wielder's actions, the Wielder will receive one Promotion Relic to support them in their endeavours. Each additional Anchor eliminated increases the quality of the Relic]

[Effect 8: ???]

[Effect 9: ???]

[Effect 10: The Wielder has perished. The Wielder shall be sent back to a time before receiving this Card with all prior knowledge gained. This is a one-time Effect. This Origin Card can not be re-obtained, though its Effects shall persist, providing conditions are met]

[Effect 11: ???]

Origin (Current)

[Card Name: Summoner's Blessing]

[Class: Origin]

[Rank: Origin]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder gains an increased affinity for Summoning]

[Effect 1: Summons' cooldowns are halved]

[Effect 2: Summons' durations are doubled]

[Effect 3: Requirements to use Summons are reduced by 1 Level]

[Effect 4: The Effects of Tame Creature are increased by 100%]

Foundations

[Card Name: Strength]

[Class: Foundation]

[Level: 3]

[Essence: 0/100,000]

[Description: Increases the Wielder's physical might]

[Effect 1: Increase of 100% to the amount of force the Wielder can exert]

[Card Name: Vitality]

[Class: Foundation]

[Level: 4]

[Essence: 205,004/1,000,000]

[Description: Increases the Wielder's ability to recover]

[Effect 1: The Wielder's stamina is recovered 150% faster]

[Effect 2: The Wielder's wounds heal 150% faster]

[Card Name: Endurance]

[Class: Foundation]

[Level: 4]

[Essence: 0/1,000,000]

[Description: Enhances the Wielder's physical form]

[Effect 1: Increases the Wielder's physical stamina by 150%]

[Effect 2: Increases the Wielder's resistance to physical damage by 150%]

[Card Name: Agility]

[Class: Foundation]

[Level: 3]

[Essence: 0/100,000]

[Description: Enhances the Wielder's physical speed]

[Effect 1: Increases the Wielder's speed by 100%]

[Effect 2: The Wielder's actions become 100% more instantaneous]

[Card Name: Dexterity]

[Class: Foundation]

[Level: 3]

[Essence: 307/100,000]

[Description: Enhances the Wielder's control over their body]

[Effect 1: Increases the Wielder's reaction speed by 100%]

[Effect 2: Increases the Wielder's coordination by 100%]

[Effect 3: Increases the Wielder's flexibility by 100%]

[Card Name: Perception]

[Class: Foundation]

[Level: 3]

[Essence: 4,667/100,000]

[Description: Enhances the Wielder's ability to perceive the world around them]

[Effect 1: The sensitivity of each of the Wielder's five senses increases by 100%]

[Effect 2: The Wielder's accuracy is increased by 100%]

[Card Name: Intelligence]

[Class: Foundation]

[Level: 4]

[Essence: 0/1,000,000]

[Description: Enhances the mental faculties of the Wielder]

[Effect 1: Increases the Wielder's comprehension by 150%]

[Effect 2: Increases the speed at which the Wielder can comprehend information by 150%]

[Card Name: Wisdom]

[Class: Foundation]

[Level: 4]

[Essence: 0/1,000,000]

[Description: Enhances the Wielder's focus and control over their being]

[Effect 1: Increases the Wielder's focus by 150%]

[Effect 2: Increases the Wielder's control over their various skills by 150%]

[Card Name: Will]

[Class: Foundation]

[Level: 3]

[Essence: 0/100,000]

[Description: Enhances the Wielder's mental endurance and resistance to numerous magics]

[Effect 1: Increases the Wielder's resistance to magical illusions and debuffs by 100%]

[Effect 2: Increases the Wielder's resolve by 100%]

Enhancements

[Card Name: Amalgamate Agility]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Enhances the effects of the Wielder's Agility based on the number of surrounding allies]

[Effect: Increases the effects of the Wielder's Agility by 6% for each ally within range, up to 6 allies]

[Card Name: Amalgamate Intelligence]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Enhances the effects of the Wielder's Intelligence based on the number of surrounding Allies]

[Effect: Increases the effects of the Wielder's Intelligence by 6% for each ally within range, up to 6 allies]

[Card Name: Appraising Eye]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Observe more than just what's on the surface]

[Effect 1: The Wielder can see information on most items or Relics. The amount of data shown is determined by the Wielder's Will and Perception versus the Rank of the object]

[Effect 2: The Wielder can see the information of any Plagued Beast. The amount of data shown is determined by the Wielder's Will and Perception versus the Will and Level of the Beast]

[Effect 3: The Wielder can see the information of any other Wielder. The amount of data shown is determined by the Wielder's Will and Perception versus the Will of the Wielder]

[Card Name: Condense]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Reduces the Cooldown of all skills]

[Effect: All skills experience a Cooldown reduction of 15%]

[Card Name: Incantation]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Reciting the name of any Spell while casting enhances its potency]

[Effect 1: Effects of the recited Spell enhanced by 30%]

[Effect 2: Duration of the recited Spell increased by 10%]

[Effect 3: Cooldown of the recited Spell decreased by 10%]

[Card Name: Integrate, Shade]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder is one with the shade]

[Effect 1: The Wielder merges into the shadows, making them 30% harder to detect]

[Effect 2: While in a shaded area, the Wielder's movements are muffled by 30%]

[Effect 3: While in a shaded area, the Wielder's movement speed is increased by 9%]

[Card Name: Luck]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Increases the drop rate of all Cards within the Tower. The Wielder must deal the final blow]

[Effect: Drop rate increased by 15% of existing rate]

[Card Name: Mastery]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Boosts the Effects of all Foundations]

[Effect: Increases the Effects of all Foundations by 6% of their current value]

[Card Name: Movement]

[Class: Enhancement]

[Rank: Pure]

[Level: 2]

[Essence: 0/10,000]

[Description: The Wielder gains additional movement speed while out of combat]

[Effect 1: Outside of combat, the speed Effect of Agility is increased by 12%. Upon initiation of battle, whether attacked or attacking, this Effect is neutralized until all combat has ceased for 60 seconds]

[Card Name: Threat Acuity]

[Class: Enhancement]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: Gain a sixth sense about those who wish you ill]

[Effect 1: While interacting with a living entity, the Wielder will feel a slight discomfort if the individual harbours malicious intent. Can be thwarted by individuals with a strong Will]

[Effect 2: Once the Wielder has determined that another individual bears them ill will, the Wielder's Will is 20% more effective against said entity]

Abilities

[Card Name: Dash]

[Class: Ability]

[Rank: Pure]

[Level: 2]

[Essence: 0/10,000]

[Description: The Wielder springs forward in a chosen direction with no physical initiation]

[Effect 1: The Wielder covers a distance of 6 yards in addition to 110% of the Level of the Wielder's Strength plus Agility]

[Card Name: Featherfall]

[Class: Ability]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder can fall and land as if they were light as a feather. Drastically reduces fall damage. Once activated, Effects end upon cancellation or landing on any non-gaseous surface]

[Effect 1: Reduce the force of impact when landing by 3% times the Level of Dexterity]

[Effect 2: Reduce the effects of the Wielder's mass while falling by 3% times the Level of Agility]

[Cooldown: 3 hours]

[Card Name: Pierce]

[Class: Ability]

[Rank: Pure]

[Level: 2]

[Essence: 0/10,000]

[Description: The Wielder provides an aura to a pointed object, increasing the accuracy and power of the next attack made]

[Effect 1: Accuracy improved by 20% times the Level of Dexterity]

[Effect 2: Force increased by 20% times the Level of Strength]

[Cooldown: 10 seconds]

[Card Name: Rend]

[Class: Ability]

[Rank: Blessed]

[Level: 2]

[Essence: 0/10,000]

[Description: The Wielder's weapon gains the aura of a beast. While active, the Wielder's strikes will tear flesh rather than cut it clean. Can only be used with bladed weapons]

[Effect 1: Strikes tear more than cut, increasing the difficulty to heal by 12% times the Level of Dexterity]

[Effect 2: Increases the rate of bleeding from wounds made by 12% times the Level of Strength]

[Duration: 1 minute]

[Cooldown: 30 minutes]

[Card Name: Tracking]

[Class: Ability]

[Rank: Blessed]

[Level: 2]

[Essence: 0/10,000]

[Description: For ten minutes, the Wielder is able to follow the tracks of any entity without the skill to hide them. All detectable tracks within a specific area are revealed to the Wielder as a shimmer. The luminance is determined by the age and transparency of the tracks]

[Effect 1: The obscurity of older or hidden tracks is lessened by 12% times the Level of Perception]

[Effect 2: While active, the Wielder can use detection skills on a track as if they were looking directly at the entity]

[Cooldown: 30 minutes]

Spells

[Card Name: Affliction, Shadow]

[Class: Spell]

[Rank: Blessed]

[Level: 3]

[Essence: 0/100,000]

[Description: For one minute, the Wielder's weapon gains an aura of shadow]

[Effect 1: With each wounding strike, debilitating shadows flow into the target's wound. One target can be afflicted with up to twelve shadows, each reducing the effectiveness of the target's Agility by .5% times the Wielder's Level of Intelligence]

[Effect 2: With each successful strike on a target, the duration of the blade's aura is reset. If the target is already suffering from full stacks of Affliction, the duration is not reset]

[Effect 3: The target's Affliction persists for one minute, resetting with each additional Afflicting blow until the target has reached full stacks. Once the Affliction has worn off, the target is immune for one hour]

[Cooldown: 1 hour]

[Card Name: Cleanse]

[Class: Spell]

[Rank: Blessed]

[Level: 3]

[Essence: 0/100,000]

[Description: Washes away impurities affecting the target over time]

[Effect 1: Purges all non-magical contaminants affecting the target. This Effect extends to any clothing or accessories donned by the target]

[Effect 2: Over time, weakens or nullifies the adverse effects caused by harmful Spells or Abilities. Cleansing persists for 12 seconds times the Level of Intelligence]

[Effect 3: Can be cast on a number of targets equal to the caster's Wisdom]

[Cooldown: 30 minutes]

[Card Name: Greater Healing]

[Class: Spell]

[Rank: Holy]

[Level: 3]

[Essence: 29,995/100,000]

[Description: The Wielder can heal most non-magical wounds. Can not regrow organs or limbs. Healing wounds uses the nutrients within the target's body]

[Effect 1: Instantly heals superficial or minor wounds. Severe and lethal wounds are healed at an accelerated rate. All healing uses the nutrients stored within the target's body. More nutrients are required to heal the wounds of those with a higher Vitality. The higher the caster's Intelligence, the fewer the nutrients needed to heal wounds]

[Effect 2: Injuries that are suffering from any adverse magical or non-magical Effect are more challenging to heal. Wisdom offsets the difficulty]

[Cooldown: 15 minutes]

[Card Name: Healing Wave]

[Class: Spell]

[Rank: Blessed]

[Level: 3]

[Essence: 0/100,000]

[Description: For up to 15 minutes, the area around the Wielder becomes a place of restoration. This Spell can not be used while moving]

[Effect 1: A healing aura surrounds the Wielder. The range of this aura is three yards times the Level of the caster's Wisdom]

[Effect 2: For all non-hostile entities within this aura, the Effects of Vitality are increased by 30% times the Level of the caster's Intelligence]

[Cooldown: 1 hour]

[Card Name: Hex]

[Class: Spell]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder can weaken their foes with a touch. These debilitating Effects last for one minute]

[Effect 1: When cast on a living entity, reduce the Effects of each of the target's Foundations by 14% plus the Level of Wisdom. Effects of the reduction are decreased by 50% if the Level of the target's Will is the same as the caster's. For each Level the target's Will is above the caster's, reduce the Effect by an additional 25%]

[Effect 2: If the target dies while under the Effects of Hex, the Cooldown resets]

[Cooldown: 30 minutes]

[Card Name: Overcast]

[Class: Spell]

[Rank: Blessed]

[Level: 3]

[Essence: 0/100,000]

[Description: A haze descends from above, casting shade over the wide area for five minutes]

[Effect 1: A thick mist surrounds the target location. All hostile entities within this mist experience a 30% reduction to the Effects of their Perception]

[Cooldown: 2 hours]

[Card Name: Pull]

[Class: Spell]

[Rank: Blessed]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder extends their reach beyond the physical]

[Effect 1: The Wielder can focus on any inanimate object and will it into their grasp. The mass of the object can be no more than 9% of the caster's times the Level of the Wielder's Intelligence]

[Effect 2: Object does not have to be within direct line of sight to be Pulled, but does have to be within a range of 9 yards times the Level of the Wielder's Wisdom. The caster must be able to clearly picture both the object and the path between them]

[Card Name: Radiance]

[Class: Spell]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: For 15 minutes, bring light where it can not reach and reveal those who hide within]

[Effect 1: Can be cast on any one inanimate object. The target chosen will give off a glow, lighting a 15-yard area times the Level of the Wielder's Intelligence]

[Effect 2: Nullifies or lessens the Effects of any concealment within its range. The Level of the Radiance plus the Level of the Wielder's Will must be greater than or equal to the entity's that cast the concealment to cancel its Effects. Concealments that are cast by entities whose added Levels are within two Levels of the Wielder's shall have their Effects weakened]

[Effect 3: Friend or foe, within the confines of Radiance, all darkness-based Effects shall have their potency reduced by 50%]

[Cooldown: 15 minutes]

[Card Name: Shroud]

[Class: Spell]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: For 14 minutes times the Level of the Wielder's Wisdom, the caster embraces darkness, becomes darkness]

[Effect 1: A blanket of darkness surrounds the Wielder's skin, concealing their appearance. It does not extend to clothing or accessories]

[Effect 2: While active, the Wielder is twice as hard to detect by any form of divination Effect]

[Effect 3: Effects are amplified by 30% throughout the night. During the day, Effects are weakened by 70%]

[Cooldown: 6 hours]

Summons

[Card Name: Tame Creature]

[Class: Summon]

[Rank: Holy]

[Level: 3]

[Essence: 0/100,000]

[Description: The Wielder attempts to cleanse a Plagued Beast of its affliction in an attempt to befriend or capture it]

[Effect 1: The Wielder casts Tame Creature before injuring the target. If successful, the target creature is cleansed of its Plague and becomes a Summon. The Summon dropped can not be of a higher Rank than the equivalent Rank of the targeted creature, but it can be lower. Chances of success follow this Effect. The probability listed is applied after the likelihood of whether or not the targeted Beast will drop a Card]

[Pure: 50%]

[Blessed: 12%]

[Holy: 1.2%]

[Sacred: 0.12%]

[Angelic: 0.0012%]

[Cooldown: 22 hours]

[Card Name: Golem, Earth]

[Class: Summon]

[Rank: Holy]

[Level: 4]

[Essence: 0/1,000,000]

[Name: Larry]

[Description: The Wielder Summons a Golem companion. All mental Foundations must be of an equivalent Level or higher than the Level of the Summon]

[Duration: 2 hours]

[Cooldown: 30 minutes]

[Skill 1: Rock Toss. The Golem pulls a boulder from the earth and launches it toward a target]

[Skill 2: Burrow. The Golem swiftly digs into the earth, forming a tunnel or concealing itself]

[Skill 3: Stone Manipulation. The Golem manipulates the earth from a distance]

[Skill 4: Mud Torrent. The Golem siphons the earth through its feet, liquifying it to blast out in a stream through its palms]

[Card Name: Spirit, Glacial]

[Class: Summon]

[Rank: Sacred]

[Level: 4]

[Essence: 0/1,000,000]

[Name: David]

[Description: The Wielder Summons a Spirit companion. All mental Foundations must be of an equivalent Level or higher than the Level of the Summon]

[Sacred Effect: As a Sacred Summon, the Spirit, David, has been blessed with natural awareness. Will not required for this Summon, but be warned, this Summon has a Will of its own]

[Duration: 2 hours]

[Cooldown: 30 minutes]

[Skill 1: Minor Fear. The Spirit instils a feeling of dread into its target]

[Skill 2: Spectral Connection. The Spirit forms a link with its Summoner and other Summons, allowing them to communicate through thought]

[Skill 3: Frost Field. A domain of frost spreads around the Spirit, chilling and slowing enemies within its range]

[Skill 4: Phantom Evocation. The Spirit calls upon the memories of the departed and forms a link for the living to commune with the deceased]

[Card Name: Pixie, Nature]

[Class: Summon]

[Rank: Holy]

[Level: 4]

[Essence: 0/1,000,000]

[Name: Rosie]

[Description: The Wielder Summons a Pixie companion. All mental Foundations must be of an equivalent Level or higher than the Level of the Summon]

[Duration: 2 hours]

[Cooldown: 30 minutes]

[Skill 1: Nature's Restoration. The Pixie casts an aura of healing around the target, which borrows energy from the surrounding wildlife to heal the target's wounds]

[Skill 2: Nature's Concealment. The Pixie chooses a target area, obscuring it with an illusion that harmonizes with the surrounding wilderness]

[Skill 3: Entangle. The Pixie calls upon the power of nature, sending nearby vines or roots from the earth to ensnare their target]

[Skill 4: Invigorating Spores. The Pixie plants a seed which swiftly cultivates a young blossom that discharges spores into the air around it. While within the blossom's range, it doubles the Vitality of those nearby]

[Card Name: Beetle, Hercules]

[Class: Summon]

[Rank: Holy]

[Level: 4]

[Essence: 0/1,000,000]

[Name: Francis]

[Description: The Wielder Summons a Beetle companion. All mental Foundations must be of an equivalent Level or higher than the Level of the Summon]

[Duration: 2 hours]

[Cooldown: 30 minutes]

[Skill 1: Reinforce. The Beetle hardens its shell, becoming tougher to injure for a brief time]

[Skill 2: Crunch. During its next attack, the Beetle's horns gain additional crushing power]

[Skill 3: Flutter. For a short period, the Beetle flaps its wings, allowing it to hover over a short distance]

[Skill 4: Gust. The Beetle flaps its wings furiously, sending an intense burst of wind toward a target location]

Comments

nome cognome

It leveled the origin card to unlock it's effects

Rubeno

Why did MC have bought Amalgamate Intelligence? Spells benefit from Level of Intelligence, not how much this statistic is boosted. Moreover Intelligence is not useful in direct battle in comparison to two other mental stats, Wisdom and Will.

phantom

It is already more op than his current one by the simple fact that he gets another origin card. He has gotten off the effects of two origin cards basically even more apparent with the modifications to the card since story start.

BlackRazaras

Thanks for the chapter. Great to see the card upgrades for the summons and all of his cards.

Rowsdower

Minor typo, the Essence cost to upgrade [Threat Acuity] is at 1k, being level 3 it should be 100k

aesirproductions

Fixed the Essence for Threat Accuity and Cleanse, thanks for those who pointed that out here and in Discord

Darune Albane

Wait .. reading the last life card info it looks like while origin card gone it still is running but without the negatives?

klabuster

Minor typo ...Plagued Best...

_mori

His original origin card seems so OP now. I hadn’t realized that the ‘Effect 7’ which popped up after Zachary died was from his former origin card. And there’s supposed to be 8 more effects. I wonder if his current origin card will grow to match the previous one because that just seems too special, especially with the undisclosed effects.

J S

Thanks. The beetle was the most recently upgraded/promoted card, right?

Courier

Yep, "This Origin Card can not be re-obtained, though its Effects shall persist, providing conditions are met" on condition 10 stipulates it

Wredniak2003

Wasn't effect 10 to send him back the amount of seconds equal to life energy gathered? I am pretty sure I remember something to that effect in chapter 1.

Glup Shitto

I hope we get to see what cards he received from Zachary. One of my favorite parts of this are when we upgrades or loots cards and we get to see what the results are.

aesirproductions

That is 100% accurate. His previous life was ruined due to his Origin Card, as it constantly drained his life and made him sterile. He couldn't even have a family. It also awarded him additional points for how much he contributed to furthering humanity. These points were given not only for his contribution to the Network and his teaching of the young men and women, but also for the deeds those young men and women went on to perform as a result of his teaching =) *Note: That last bit is something I'll try to touch on in Chapter 1 if it doesn't ruin the flow. His points are going up passively still even though the Card's Level has long been maxed out. I know I droned on there, but the answer is yes. That is his reward for his sacrifice. That's not to say it will be simple, as the conditions are unknown. Over his first 100 years with the Card, only the first was met, and then the 10th on death. PS. Yes, he would have been fucked had he not Levelled the Card to 10 and this story wouldn't exist lol

aesirproductions

It's certainly OP, though his current benefits don't directly affect his power. They do give him opportunities =)

aesirproductions

Off the top of my head, yes. While sitting at the kitchen table, he used all 10 of his Promotions and one of Nathaniel's

aesirproductions

As stated in the recent announcement, changes were made that will need to be applied throughout the novel during the editing phase. This was done because we didn't like the idea of his Origin Card being a one-and-done thing. It seemed very random for him to have received something that could regress him yet wouldn't be a consistent part of the story =)

aesirproductions

It will be touched on. He hasn't particularly had the opportunity. As of the end of the story, he'd been up for nearly 36 hours. Not in the story, but I feel he would have taken a power nap on the train ride to York

Ron

Can we get some more info on tame creature ? i dont quite understand it, especially with the buffs like luck.

aesirproductions

It will be easier to understand in Book 2 when he's actually facing Beasts. Now that his analyzing skill is of a higher Rank, the Beasts will show more information, including drop rate. From there, it will make more sense.

aesirproductions

If you scroll down you'll find a post called Chartography, that gives these rates already. The Cards and inventory aren't updated there yet, but the other information is still accurate.

Eyke

Hey, I think the cooldown for Tame Creature was 11.5 hours ...

aesirproductions

No. Without the Effect of the Origin Card, it was 24 hours at Level 1, and 23 hours at Level 2. The Cooldown was halved due to the Origin Card's Effect.

Eyke

Oh, duh! My bad, you even mentioned that these were the card stats without them effecting each other

Eyke

We saw for Tame Creature that the chances of a drop being a summons caped at 50%. Does the chance of a drop cap as well, or can Luck push the chance above 50%?

lenkite

What does Life Score do anyways ?