-----Lilu Flauros-----
Yeah, we all clearly needed that. Today's been a good day.
You are dumb, Saraswati! DUMB!!!!!
What in the name of all that is sane convinced you that dumping over 200 years worth of repressed Devilish lust and libido onto a teenage Devil all at once was a good fucking idea?! "Goddess of Wisdom" my ass!!!!!
Oh fuck off! Your Corvus Corax impersonation doesn't fucking work when you sound like Grima! And I fucking panicked, okay?!?! I may be named after a Goddess of Wisdom, that doesn't mean I can't make mistakes!HAHAHAHAHAHA!!!!!!!!!!!!!!!!!!!! I haven't seen shit that depraved since Sanguine invited Sheogorath to one of his little "parties"! Hmm, I wonder if I should see about getting a physical Avatar? It's been a while since I've indulged in the pleasures of the flesh...""Fuck off Nocturnal! You're not helping!""Would all of you shut up for five minutes?!?! I'm trying to enjoy the post-orgy after glow, but I you are fucking with the vibe!
[System Chat has been muted by order of Administrator: Saraswati]Thank you. With that, I go back to snuggling with my ladies.
Meanwhile, I think back on the last couple of days and realize that I've been a bit neglectful of my harem. I really should take some time for them and myself instead of just focusing on training all the time.
But, I did promise Riser that I'd let him try out my new Dungeon setup soon, so I should set that up. After that, I can take some proper downtime.
In order to complete the setup, I should probably get all of the Spells from Skyrim, just to see if I'm missing something.
Skyrim Spell List:
ILLUSION
[NOVICE]
[Clairvoyance- Shows the path to the current goal]
[Courage- Target won't flee for 60 seconds and gets some extra health and stamina]
[Fury- Creatures and people up to level 6 will attack anything nearby for 30 seconds]
[APPRENTICE]
[Calm- Creatures and people up to level 9 won't fight for 30 seconds]
[Fear- Creatures and people up to level 9 flee from combat for 30 seconds]
[Muffle- You move more quietly for 180 seconds]
[ADEPT]
[Frenzy- Creatures and people up to level 14 will attack anyone nearby for 60 seconds]
[Frenzy Rune- Targets up to level 20 that fail to resist are frenzied for 30 seconds]
[Orum's Aquatic Escape- Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Can breathe water for 15 seconds. Improved night vision for 15 seconds.]
[Rally- Targets won't flee for 60 seconds and get extra health and stamina. Affects all allies within 15 feet]
[EXPERT]
[Fenrik's Welcome- Caster becomes invisible and can open locks with level Expert and below for 5 seconds. Activating an object or attacking will break the spell.]
[Invisibility- Caster is invisible for 30 seconds. Activating an object or attacking will break the spell]
[Pacify- Creatures and people up to level 20 won't fight for 60 seconds]
[Rout- Creatures and people up to level 20 flee from combat for 30 seconds]
[MASTER]
[Vision of the Tenth Eye- See what others cannot]
[Call to Arms- Targets have improved combat skills, health and stamina for 10 minutes. Improved Archery, One-Handed, Two-Handed, Health, and Stamina for all allies withing 100 feet]
[Harmony- Creatures and people up to level 25 nearby won't fight for 60 seconds]
[Hysteria- Creatures and people up to level 25 flee from combat for 60 seconds]
[Mayhem- Creatures and people up to level 25 will attack anyone nearby for 60 seconds]
CONJURATION
[NOVICE]
[Bound/Mystic Dagger- Creates a magic dagger for 120 seconds. Sheathe it to dispel]
[Bound/Mystic Sword- Creates a magic sword for 120 seconds. Sheathe it to dispel]
[Conjure Familiar- Summons a Familiar for 60 seconds wherever the caster is pointing]
[Conjure Skeleton Minion- Summons a weak Skeleton warrior for 60 seconds]
[Conjure Undying Ghost- Consumes all magicka and summons an Undying Ghost for 60 seconds. The ghost's attributes are equal to twice the amount of magicka consumed (up to 600)]
[Conjure Zombie- Summons a Zombie for 60 seconds wherever the caster is pointing]
[Raise Zombie- Reanimate a weak dead body to fight for you for 60 seconds]
[APPRENTICE]
[Bound/Mystic Battleaxe- Creates a magic battle axe for 120 seconds. Sheathe it to dispel]
[Conjure Boneman- Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing]
[Conjure Flame Atronach- Summons a Flame Atronach for 60 seconds wherever the caster is pointing]
[Conjure Foul Zombie- Summons a Foul Zombie for 60 seconds wherever the caster is pointing]
[Conjure Haunting Spirit- Summons a Haunting Spirit for 60 seconds. When killed, the spirit steals 10 points from the skills of its killer and transfers them to the caster for a short time]
[Conjure Skeleton Marksman- Summons a Skeleton Marksman whose arrows weaken foes for 60 seconds]
[Flaming Familiar- Summons a flaming familiar which will charge into battle and explode]
[Reanimate Corpse- Reanimate a more powerful dead body to fight for you for 60 seconds]
[Soul Split- Sacrifice a friendly conjured or reanimated minion to summon 2 Sundered Shades for 60 seconds]
[Soul Trap- If target dies within 60 seconds, fills a soul gem]
[Spectral Arrow- Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target]
[Summon Arvak- Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed]
[Summon Daedric Horse- Summons a Daedric Horse to act as your steed]
[ADEPT]
[Banish Daedra- Weaker summoned daedra are sent back to Oblivion
[Banish Undead- Summoned or raised undead up to level 15 are sent back to the grave]
[Bound/Mystic Bow- Creates a magic bow and 100 magic arrows for 120 seconds. Sheathe it to dispel]
[Bound/Mystic Quiver- Creates a magic quiver for 120 seconds]
[Conjure Ash Spawn- Summons an Ash Spawn for 60 seconds wherever the caster is pointing]
[Conjure Dark Seducer Archer- Summons a Dark Seducer Archer for 60 seconds wherever the caster is pointing]
[Conjure Dark Seducer Warrior- Summons a Dark Seducer Warrior for 60 seconds wherever the caster is pointing]
[Conjure Frost Atronach- Summons a Frost Atronach for 60 seconds wherever the caster is pointing]
[Conjure Golden Saint Archer- Summons a Golden Saint Archer for 60 seconds wherever the caster is pointing]
[Conjure Golden Saint Warrior- Summons a Golden Saint Warrior for 60 seconds wherever the caster is pointing]
[Conjure Mistman- Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing]
[Conjure Putrid Zombie- Summons a Zombie for 60 seconds wherever the caster is pointing]
[Conjure Seeker- Summons a Seeker for 60 seconds wherever the caster is pointing]
[Conjure Skeleton Champion- Summons a Skeleton Champion that gains +10% attack damage for each nearby enemy (up to 5) for 60 seconds]
[Conjure Tomb Guardian- Summons a Tomb Guardian for 60 seconds that conjures a Shade when it kills an enemy]
[Necromancer's Ritual- Regain 30 health and magicka every time a friendly conjured or reanimated minion dies for 120 seconds]
[Revenant- Reanimate a powerful dead body to fight for you for 60 seconds]
[Summon Arniel's Shade- Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing]
[EXPERT]
[Conjure Ash Guardian- Creates an Ash Guardian that guards that location until destroyed. Consumes a Heart stone from your inventory, without which it will be hostile]
[Command Daedra- Powerful summoned and raised creatures are put under your control]
[Conjure Ayleid Lich- Summons an Ayleid Lich for 60 seconds]
[Conjure Cursed Specter- Summons a Cursed Spectre for 60 seconds that drains health and magicka from enemies. Has a poison cloak that damages nearby enemies]
[Conjure Dragon Priest- Summons a Dragon Priest for 60 seconds]
[Conjure Dremora Lord- Summons a Dremora Lord for 60 seconds]
[Conjure Malignant Zombie- Summons a Malignant Zombie for 60 seconds wherever the caster is pointing]
[Conjure Skeleton Warlock- Summons a Skeleton Warlock that wields powerful shock magic for 60 seconds]
[Conjure Storm Atronach- Summons a Storm Atronach for 60 seconds wherever the caster is pointing]
[Conjure Wrathman- Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing]
[Dread Zombie- Reanimate a very powerful dead body to fight for you for 60 seconds. Undead regenerates 3HP/sec]
[Expel Daedra- Powerful summoned daedra creatures are sent back to Oblivion]
[Pride of Hirstaang- Summons a Bear for 60 seconds wherever the caster is pointing. Resist 50% of frost damage for 60 seconds. Health regenerates 50% faster for 60 seconds]
[MASTER]
[Summon Unbound Dremora- Summons an unbound Dremora for 999 seconds]
[Conjure Ancient Deathpriest- Summons an Ancient Deathpriest that wields powerful magic and commands the undead for 60 seconds. When killed, the Deathpriest splits into 3 Tortured Shades]
[Conjure Bone Colossus- Summons a Bone Colossus for 60 seconds. While active, conjured skeletons regenerate health and you can summon 2 additional skeletons. Only 1 colossus can be summoned at a time]
[Conjure Staada- Summons Staada for 60 seconds wherever the caster is pointing]
[Flame Thrall- Summons a Flame Atronach permanently]
[Dead Thrall- Reanimate a dead body permanently to fight for you. Only works on people]
[Frost Thrall- Summons a Frost Atronach permanently]
[Storm Thrall- Summons a Storm Atronach permanently]
DESTRUCTION
[NOVICE]
[Arniel's Convection- Burns the target 1 points per second. Targets on fire take extra damage.]
[Choking Grasp- Absorb 8 points of health per second from target, for 3 seconds.]
[Elemental Flare- An elemental explosion for 15 points of fire damage, 15 points of shock damage, and half as much damage to stamina.]
[Flames- A gout of fire that does 8 points per second. Targets on fire take extra damage]
[Frostbite- A blast of cold that does 8 points of damage per second to Health and Stamina]
[Sparks- Lightning that does 8 points of shock damage to Health and Magicka per second]
[Vampiric Drain- Absorb (6, 10, 13, 17) points of health per second from the target depending on stage of Vampirism]
[APPRENTICE]
[Elemental Bolt- An elemental explosion for 20 points of fire damage, 20 points of shock damage, and half as much damage to stamina.]
[Fire Rune- Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near]
[Firebolt- A blast of fire that does 25 points of damage. Targets on fire take extra damage]
[Freeze- A spike of ice that does 20 points of frost damage to Health and Stamina and slows the target for 15 seconds]
[Frost Rune- Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near]
[Ice Spike- A spike of ice that does 25 points of frost damage to Health and Stamina]
[Ignite- A blast of flame that sets targets on fire, doing 4 damage per second for 15 seconds]
[Lightning Bolt- A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka]
[Lightning Rune- Cast on a nearby surface, it explodes for 50 points of shock damage when enemies come near]
[Strangulation- Absorb 16 points of health per second from target, for 3 seconds.]
[ADEPT]
[Chain Lightning- Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target]
[Elemental Burst- An elemental explosion for 30 points of fire damage, 30 points of shock damage, and half as much damage to stamina.]
[Fireball- A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage]
[Flame Cloak- For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage]
[Frost Cloak- For 60 seconds, opponents in melee range take 8 points frost damage and Stamina damage per second]
[Hangman's Noose- Absorb 26 points of health per second from target, for 3 seconds]
[Ice Storm- A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina]
[Lightning Cloak- For 60 seconds nearby opponents take 8 points of shock damage and half magicka damage]
[Whirlwind Cloak- For 60 seconds, opponents in melee range have a chance of being flung away]
[EXPERT]
[Elemental Blast- An elemental explosion for 40 points of fire damage, 40 points of shock damage, and half as much damage to stamina.]
[Icy Spear- A spear of ice that does 60 points of frost damage to Health and Stamina]
[Incinerate- A blast of fire that does 60 points of damage. Targets on fire take extra damage]
[Mara's Wrath- For 30 seconds, opponents in melee range take 16 points fire damage per second. Undead up to level 26 flee for 30 seconds. Swim unharmed in freezing cold water.]
[Thunderbolt- A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka]
[Touch of Death- Absorb 40 points of health per second from target, for 4 seconds.]
[Unbounded Flames- Casts a stream of long-distance fireballs in an arc. Impact creates a wall of fire that does 50 points of fire damage per second.]
[Unbounded Freezing- A freezing wind envelops the caster, knocking down nearby enemies and freezing them for 50 points of damage per second to Health and Stamina.]
[Unbounded Storms- Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage.
[Wall of Flames- Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. Sets targets on fire dealing 33% of immediate spell damage over 2 seconds]
[Wall of Frost- Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second]
[Wall of Storms- Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second.
[MASTER]
[Blizzard- Targets take 20 points of frost damage for 10 seconds, plus Stamina damage]
[Fire Storm- A 100 point fiery explosion centered on the caster. Does more damage to closer targets. Sets targets on fire dealing 40% of immediate fire damage per second for 4 seconds]
[Lightning Storm- Target takes 75 points of shock damage per second to Health, and half that to Magicka]
RESTORATION
[NOVICE]
[Healing- Heals the caster 10 points per second]
[Lesser Ward- Increases armor rating by 40 points and negates up to 40 points of spell damage or effects]
[APPRENTICE]
[Fast Healing- Heals the caster 50 points]
[Healing Hands- Heals the target 10 points per second, but not undead, atronachs or machines]
[Necromantic Healing- Heals the undead target 10 points per second, but not the living, atronachs or machines]
[Steadfast Ward- Increases armor rating by 60 points and negates up to 60 points of spell damage or effects]
[Sun Fire- Ball of sunlight that does 25 points of damage to undead]
[Turn Lesser Undead- Undead up to level 6 flee for 30 seconds]
[ADEPT]
[Close Wounds- Heals the caster 100 points]
[Greater Ward- Increases armor rating by 80 points and negates up to 80 points of spell damage or effects]
[Heal Other- Heals the target 75 points, but not undead, atronachs or machines]
[Heal Undead- Heals the undead target 75 points, but not the living, atronachs or machines]
[Poison Rune- Targets that fail to resist take 3 points of poison damage per second for 30 seconds]
[Repel Lesser Undead- All affected undead up to level 8 flee for 30 seconds]
[Stendarr's Aura- For 60 seconds, undead in melee range take 10 points sun damage per second]
[Turn Undead- Undead up to level 13 flee for 30 seconds]
[Vampire's Bane- Sunlight explosion that does 40 points of damage in a 15 foot radius to undead]
[EXPERT]
[Circle of Protection- Undead up to level 20 entering the circle will flee]
[Grand Healing- Heals everyone close to the caster 200 points]
[Repel Undead- All affected undead up to level 16 flee for 30 seconds]
[Turn Greater Undead- Undead up to level 21 flee for 30 seconds]
[MASTER]
[Bane of the Undead- Sets undead up to level 30 on fire and makes them flee for 30 seconds]
[Guardian Circle- Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it]
ALTERATION
[NOVICE]
[Candlelight- Creates a hovering light that lasts for 60 seconds]
[Equilibrium- Convert 25 points of health into magicka per second. Caster can be killed by this effect]
[Oakflesh- Improves the caster's armor rating by 40 points for 60 seconds]
[Teleport Pet: Arachnia- Teleports Arachnia the spider]
[Teleport Pet: Bone Wolf- Teleports Bone Wolf to your side]
[Teleport Pet: Demented Elytra Nymph- Teleports pet Demented Elytra Nymph]
[Teleport Pet: Dwarven Mudcrab- Teleports pet Dwarven Mudcrab]
[Teleport Pet: Hilda- Teleports Hilda]
[Teleport Pet: Manic Elytra Nymph- Teleports pet Manic Elytra Nymph]
[Teleport Pet: Nix-Hound- Teleports Nix-Hound]
[Teleport Pet: Skritch- Teleports Skritch]
[Teleport Pet: Sweet Roll- Teleports Sweet Roll]
[Teleport Pet: Thistle- Teleports Thistle]
[APPRENTICE]
[Magelight- Ball of light that lasts 60 seconds and sticks where it strikes]
[Stoneflesh- Improves the caster's armor rating by 60 points for 60 seconds]
[ADEPT]
[Ash Shell- Targets that fail to resist are immobilized in hardened ash for 30 seconds]
[Detect Life- Nearby living creatures, but not undead, machines or daedra, can be seen through walls]
[Ironflesh- Improves the caster's armor rating by 80 points for 60 seconds]
[Master Transmute- Transmutes one piece of unrefined Iron or Silver ore to Gold if the caster is carrying any. Prioritizes turning iron into gold]
[Paralysis Rune- Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them for 8 seconds]
[Telekinesis- Can pull an object to you from a distance. Add it to your inventory or throw it]
[Telekinesis Arrows- Releases suspended Telekinesis Arrows]
[Transmute- Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any. Prioritizes turning silver into gold]
[Waterbreathing- Can breathe water for 60 seconds]
[EXPERT]
[Ash Rune- Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds]
[Detect Dead- Nearby dead can be seen through walls]
[Ebonyflesh- Improves the caster's armor rating by 100 points for 60 seconds]
[Paralyze- Targets that fail to resist are paralyzed for 10 seconds]
[MASTER]
[Dragonhide- Caster ignores 80% of all physical damage for 30 seconds]
[Mass Paralysis- All targets in the area that fail to resist are paralyzed for 15 seconds]
Glad to have that out of the way. I know I've got several upgrades that remove limits on duration and level restrictions, but I'll worry about that later.
For now though, I've got to get to work.
Activating [Instant Dungeon Creation- Build Mode]!
In this mode, you take on the role of "Dungeon Master" to design a Dungeon to your specification! This Dungeon can be used as a means of granting access to pseudo-Party System privileges in which participants in the Dungeon can level up and become stronger by performing tasks such as killing monsters, solving puzzles, or whatever you deem to be the objective. In exchange, you earn Devil Points for successfully repelling invaders!
Notice!: Your proficiency in Skyrim Skill Trees grants certain bonuses to Dungeon aspects! Certain structures have become unlocked!
Oh-hoh hell's yes. Now it's time to get to work.
...
So yeah, the best thing about this whole "Dungeon Creation" thing? I don't have to anally design every last part of it. That's one of the things I struggled with in Minecraft, I kind of suck at designing meticulous and intricate layouts.
Thankfully, it turns out that Sara's quite the architect. Well, architecture IS widely regarded as an art form, so it makes sense.
Having set up a fairly standard labyrinth layout with multiple floors, I set various Undead to randomly populate it. Thanks to having maxed out the Conjuration Spell List, every possible Undead/Summon becomes eligible as Dungeon mobs.
Although, I'm pretty sure that Undead are weak to Light Magic in this world, so having just Undead would be poor form. I also don't know how Daedra would register towards the purifying properties of this world's Light Magic, so I'm at something of a disadvantage for my test run with Team Raynare.
If I want to get serious about this, I'm going to need some non-Undead monsters under my control. Which means delving into either Fleshcrafting or Golemancy, well Golemsmithing.
Wait a second, what's this other tab? "Alteration minions?" There aren't any- wait... The pet teleportation Spells?! They give me access to Dungeon mobs based on them?!
Interesting. Very interesting...
Alteration Pets!
Arachnia
Arachnia is a trained frostbite spider trapped in a cage inside Cronvangr Cave. You can free it to make it your pet. Unlike normal frostbite spiders, it has a blue coloration. Arachnia can be summoned using a teleportation spell. It can be instructed to follow you even if you already have another pet following you. You can instruct it to wait at a city, wait at its current location (either temporarily or permanently), wait at your house, or to carry items. It can also be instructed to "spin a web trap", which will cause Arachnia to place a large web on the ground. If an enemy runs over it, they will be briefly paralyzed and covered in web. Enemies immune to paralysis will not walk over the web trap. Additionally, there will sometimes be a dialogue option to harvest Potent Frostbite Venom from it.
Potent Frostbite Venom: A blood-freezing poison that does 10 points damage to Health and Stamina for 4 seconds.
Bone Wolf
Its main function is to carry items, with a carry weight of 200 and the ability follow you even if you already have another pet follower. You can instruct it to wait at a city, wait at its current location, wait at your house, or to carry items. It can also be summoned using a teleportation spell. When following you, the pet Bone Wolf grants an ability named "Bone Wolf's Revenge" which makes your spells and weapons more effective against undead. This can stack multiplicatively with the Bloodworm Helm's enchantment, or the Necromage perk for spells.
Bone Wolf's Revenge: Increases damage on the undead by 25% while Bone Wolf is in your company.
Demented Elytra Nymph
The Demented Elytra Nymph is one of two friendly Elytra Nymphs that you can obtain as pets, the other being the Manic Elytra Nymph. It is found in an Adept-locked cage in a Seducers Bandit camp along the road west of Fort Kastav. The key to the cage can be found in a nearby chest. Each day you may harvest one sample of Mystic Venom from your Elytra pet, a poison which damages an enemy's health and magicka. You can also use the Elytra to carry items, although it only has a carrying capacity of 20. In addition, the Demented Elytra Nymph can be asked to provide a magical bonus to you and nearby allies, fortifying your marksman, one-handed, and two-handed by ten points for five minutes.
Elytra's Fierce Aura: Targets have improved combat skills for 5 minutes.
Mystic Venom: A poison that does 5 points damage to Health and Magicka for 4 seconds
Dwarven Armored Mudcrab
The Dwarven Armored Mudcrab is a pet that can be purchased from Calcelmo in Understone Keep. He originally found it while excavating the ruins of Nchuand-Zel. Its initial location is Calcelmo's laboratory in Understone Keep. The crab is essential, and will not engage in combat. Its main function is to carry items, and it has a carry weight of 20 and it will follow you even if you already have another pet following you. You can instruct it to wait at a city, wait at its current location, wait at your house, or to carry items. It can also be summoned using a teleportation spell. The mudcrab cannot be detected by Detect Dead or Detect Life. If following you, it will occasionally give you leveled clutter, which could be an ore, a Dwarven clutter item, a gem, a soul gem, or gold.
Hilda
Hilda is a trained goat owned by Halvar in Rorikstead. You can buy the goat from Halvar for 200 gold to make it your pet. She comes pre-equipped with an Animal Pack but it can be taken off if you desire. She can also be equipped with an Animal Collar. She is essential and will not engage in combat. Hilda can be summoned using a teleportation spell. She can be instructed to follow you even if you already have another pet following you. You can instruct her to wait at a city, wait at her current location (either temporarily or permanently), wait at your house, or to carry items. Being a pack goat, she has a greatly increased carrying weight of 100 when compared to other pets, which is increased to 140 with an Animal Pack. Additionally, there will sometimes be a dialogue option to collect milk from her.
Jug of Milk: Heals 2 points of health
Manic Elytra Nymph
The Manic Elytra Nymph is one of two friendly Elytra Nymphs that you can obtain as pets, the other being the Demented Elytra Nymph. It is found in an Adept-locked cage in a Saints Bandit camp west of the entrance to North Brittleshin Pass. The key to the cage can be found in a nearby chest. Each day you may harvest one sample of Mystic Venom from your Elytra pet, a poison which damages an enemy's health and magicka. You can also use the Elytra to carry items, although it only has a carrying capacity of 20. Additionally, the Manic Elytra Nymph can be asked to provide a magical bonus to you and nearby allies, rallying you and fortifying your health and stamina by ten points for five minutes.
Elytra's Uplifting Aura: Targets won't flee for 5 minutes and get extra health and stamina.
Nix-Hound
A pet Nix-Hound can be purchased from Revus Sarvani (or Geldis Sadri if Revus is already dead) as part of the related quest. The nix-hound is essential, and will not engage in combat. Its main function is to carry items, and it has a carry weight of 75 and it will follow you even if you already have another pet following you. You can instruct it to wait at a city, wait at its current location, wait at your house, or to carry items. It can also be summoned using a teleportation spell. The nix-hound cannot be detected by Detect Dead or Detect Life.
Scrounging: The pet nix-hound has an ability that will occasionally give you a random ingredient. When this happens, you will receive a message saying, "Nix-Hound found something..." and the ingredient will be added to your inventory.
Skritch
Skritch is a trained skeever trapped in a cage inside the Ratway. You can free it to make it your pet. It can be equipped with both an Animal Collar and an Animal Pack. It is essential and will not engage in combat. Skritch can be summoned using a teleportation spell. It can be instructed to follow you even if you already have another pet following you. You can instruct it to wait at a city, wait at its current location (either temporarily or permanently), wait at your house, or to carry items. It can also be instructed to "go find food", which will cause Skritch to run to the nearest item of food. If there is no such item nearby, you will receive a message stating that Skritch couldn't find anything. It will periodically "find" food on its own as well, which will be given to the player upon selecting "What's that you got there?" after receiving the notification. This randomly generated food may be a raw ingredient or a cooked dish.
Sweet Roll
Sweet Roll is a trained fox found in the forest south-southwest of Half-Moon Mill. You can feed her a sweet roll to make her your pet. She comes pre-equipped with an Animal Collar but this can be taken off if you desire. She cannot wear an Animal Pack. She is essential and will not engage in combat. Sweet Roll can be summoned using a teleportation spell. She can be instructed to follow you even if you already have another pet following you. You can instruct her to wait at a city, wait at her current location (either temporarily or permanently), wait at your house, or to carry items. She can also be instructed to "go find something valuable", which will cause Sweet Roll to run to the nearest item of loot, such as valuable weapons, armor, jewelry, or certain miscellaneous treasure such as gems.[verification needed — need full list] If there is no such item nearby, you will receive a message stating that Sweet Roll couldn't find anything. Additionally, Sweet Roll may sometimes be holding a gem, soul gem, jewelry, or miscellaneous treasure when you talk to her, which the player can receive through a separate dialogue option.
Thistle
Thistle is a trained rabbit found at the abandoned Alchemist's Shack in the mountain pass south of Ivarstead. You can feed it carrots to make it your pet. Unlike normal rabbits, it is a soft beige color. It can be equipped with an Animal Collar but cannot wear an Animal Pack. It is essential and will not engage in combat. Thistle can be summoned using a teleportation spell. It can be instructed to follow you even if you already have another pet following you. You can instruct it to wait at a city, wait at its current location (either temporarily or permanently), wait at your house, or to carry items. It can also be instructed to "go find an ingredient", which will cause Thistle to run to the nearest harvestable ingredient plant. If there are no plants nearby, you will receive a message stating that Thistle couldn't find anything. Thistle has a dialogue option that gives you one random ingredient. This option takes a full day to reset.
Well, obviously Dungeon mobs don't follow the same restrictions regarding combat, so they can be made to attack invaders. Still, most of these aren't very impressive options for combat. At least, not as they currently are.
But with some adjustments through Fleshcrafting? Hehehe...
-----Raynare-----
-----Flauros Estate, USA-----
-----3 Days Later-----
Finally! We're here at last, but I really don't understand what's going on with Lord Azazel. Why he tolerates that filthy mongrel is beyond me, but I wouldn't dare to go against him.
Finally, the Devil in question teleports into the room where Kalawarner, Mittelt, and I have been waiting for the past hour. Having to go through this many hoops to be smuggled into Devil territory in the Underworld is such a pain.
"Finally, you've come Devil! You have a lot of guts to keep me waiting!"
The cheeky bastard just smirks at me before responding "good to see you too Ray-ray. I have a question for you. Are you happy with yourself?"
"What?"
"Are you happy with yourself? As a two-winged Fallen Angel, you're basically about as small fry as small fry gets. The only thing notable about you is your ability to conjure and control multiple Light Spears simultaneously, but your talent is squandered due to your restricted potential as a Two-Winged Fallen."
I grit my teeth and clench my fists in barely restrained fury. It's true that I hate the fact that my talent for manipulating Light, a talent that even some members of the Cadre acknowledge, is squandered by my Low Rank owing to my nature as a Two-Winged Angel.
"What of it? What does a filthy half-breed like you care about me?! Even if I've only got one pair of wings, I'm still-" I'm cut off by a mysterious choking force grasping my neck! What the fuck?!
"So that's a 'yes' then. Well, as it happens, I happen to have a possible solution to your problem. See, as you pointed out, I'm only part Fallen Angel, part Devil, and part Human. As a consequence of that, I happen to have been born with a Sacred Gear."
"My Sacred Gear is called [Kaleidoscope], a New Longinus with reality-warping powers that lets me tap into powers from other worlds. Combined with my Flauros Bloodline Magic, [All World's Creation], which also possesses reality-warping powers, I devised a special method of training that functions similarly to video game logic."
"Basically, you enter the training space, kill some monsters or whatever, and you get permanent increases in personal power and skill with the possibility of being able to break through your natural limitations. In other words, you could advance beyond Two-Wings to Four-Wings, Six-Wings, eight, ten, who knows?"
I'm then dropped to the floor while clearing my throat (and desperately trying to hide my arousal) then look at the mongrel in complete disbelief. Taking a quick glance around, I see that Kalawarner and Mittelt are just as dumbfounded as me.
Well, no surprise there. Sure, Devils, Fallen Angels, and Angels can all train their physical and magical strength to a certain degree, but the limitations of Bloodline are practically ironclad.
This is especially true for Angels and Fallen Angels given that while we're typically stronger than Devils with an equivalent number of wings, Devils have looser restrictions on advancement due to being partially unbound by God's restrictions. Angels, Pure and Fallen on the other hand, are basically trapped at their level forever.
If what this mongrel is saying is true, it would completely overturn everything. The balance of power would be utterly annihilated. A steady means of accumulating power and surpassing the limitations imposed by God?!
Lord Azazel needs to be- wait, he knows, or at least suspects already. That has to be it. We were sent to verify this mongrel's claims. If it turns out to be true then- "What do you want? Surely you must recognize the enormity of what you're proposing. What do you hope to get out of this?"
"Wealth. Women. Power. Influence. The usual. Having said that, are you interested?" The filthy mongrel- no, my new patron extends his hand to me. "If this training method of yours works the way you say it does, then you can have anything you want from me. I won't betray Lord Azazel, but anything else is fair game, provided it works."
Seeing the evil smile on this Devil's face, I can't help but feel as if I just sold my soul to this rather handsome individual. What have I gotten myself into?