Note: My guys, everything here was translated from a DnD Setting to an overlord setting based on everything known about the Overlord Story from Anime, Manga and The Light Novel so everything here is my interpretation of all information and building a character from mostly DnD sources as it's commonly believed Overlord is in some form translated from DnD, well the game aspect anyway and that's where all these characters will be formed from, their information is focused from the gaming aspect rather then the new world.

Plus I thought it would be fun to add a bit of homebrew lore that would make sense for the gaming aspect of overlord as a lot of information regarding how Yggdrasil was played and operated remains more mysterious aside from just scraps that they gave us.

Another aspect is that all known ocs in this story will be used in a separate overlord story sooner or later.

I hope you guys like this character because I modeled her after Jason Vorheez from the Friday the 13th Series.

Also do try to be nice, I spent months working and fine tuning our little slasher girl trying to form the best Jason Inspired Overlord Character.

However you have any ideas you want included so tell me cause you doods are far more creative then me.

-General Character-

Name: Momo Kendo

Type: Player.

Code Name: "Jane Doe"

Race: Heteromorph - Homunculus.

Gender: Female.

Height: 5'8

Avatar Age: 35

Karma Value: -300

Alignment: Chaotic Neutral.

Occupation: Warrior/Serial Killer/Slasher.

Guild: Ainz Ooal Gown.

Class(s)-

-Fighter -Base- Lv15

—Info: Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills N of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

-Anti Magic Warrior -High- Lv10

—Info: Some people are born without spellcasting abilities. However these select few tend to take up arms and defend the helpless of the scourge of dark mages and their powers. Sometimes called witch hunters or inquisitors, the Anti-Magic Warriors are specialized in fighting against magical creatures and are trained to even the battlefield with the ability to cancel spells.

-Arcane Blade -Rare- Lv5

—Info: Derived from the techniques that led to the arcane archer, the arcane blade tradition is made for those who desire a more personal and intimate way to slay their opponents. After studying the principles of the arcane, arcane blades are capable of imbuing magic into their melee weapons and creating spell-like effects with their weapon attacks.

-Berserk Fighter -High- Lv10

—Info: Fighters who have gone down this path are those who've come to admire and be inspired at the rage and ferocity that a Barbarian can bring onto their foes.

Insistent on learning and developing the use of rage as a weapon, Berserk Fighters are those who've come to develop their own way or even copy from the Barbarians themselves the art of channeling their hatred into their fighting to bring about the end of their foes.

-Dark Knight FFX-2 -Rare- Lv5

—Info: Dark Knights are not evil by nature. They are Knights by nature, and are still bound by a path of righteousness. Dark Knight's seek to maintain order within the realm, by fighting for one side; the living. You are equipped with powerful skills as you level, but they'll require you to expend spell slots to use them.

-Eldritch Warrior -High- Lv10

—Info: Eldritch warriors are fighters who research ancient arcane knowledge and occult magic seeking for power. They are arcane dilettantes, who use magic to complement their fighting abilities. Magic for them is just another tool in their arsenal, so they have a lessened focus on magic, using only as a support to their mundane skills.

-Improvisor -High- Lv10

—Info: You were never a bad brawler, you just had to make due with what you got.

Maybe luck is on your side because you always seem to be able to find your way out of a situation.

-Perfect Blade -Rare- Lv5

—Info: Those who practice the way of the perfect blade are some of the best warriors that have ever decided to roam the land. Your skills in textbook swordplay are so good that they have ascended normal bounds of power, such that even some masters of the craft cannot stand up to you. You have honed your skills over years of intense training and practice. You live the way of the blade.

-Scout -High- Lv10

—Info: Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence.

In a dungeon or in the wild, a scout is seen only when she wants to be.

-Slasher -Rare- Lv5

—Info: A slasher is a relentless killer. They have the most basic tools needed. Most of the time. They are scary, sure.

Imposing? Sometimes, but they vary in stature. That's what the mask is for. Are they strong? Maybe, or maybe just wily enough to get in more hits than one. Fast? Not necessarily, but you'd be hard-pressed to get away from a slasher.

-Swordsman of Will -Rare- Lv5

—Info: You will survive, kill and protect with nothing but your will, your will isn't some magic it's simply your unending spirit that simply refuses to die.

He will be cut, slashed, shot, bloodied, killed, but this man will never run, fall or die.

-The Bloody Executioner -High- Lv10

—Info: A Bloody Executioner loves battle, crushing their enemies with devestating blows. They learn a special technique that allows them to wound their enemies remorselessly to watch them die by their feet.

-Abilities-

Lv: 100

Race Lv: 0

Job Lv: 100

-Stats-

HP: 100

MP: 20

Phy. Atk: 100

Phy. Def: 70

Agility: 50

Mag. Atk: 20

Mag. Def: 60

Resistance: 100

Special Ability: 100

Total: 620

Class Skills-

-Fighter-

*Fighting Style:(Passive) This skill allows the user to have access to a plethora of fighting styles which helps enhance to whatever build they wish to achieve, esch fighting style has a unique trait that the user can use but in most cases, the user can only have fighting style at a time.

*-Dueling: This fighting style allows the user to gain a passive buff in damage capabilities when utilizing only one weapon in one hand while holding no other weapon or shield in the other, the damage boost is moderate.

*Second Wind:(Active)(5/Day) This skill allows the user to recover a set amount of HP if they were damaged, this HP regain is the same amount given to a moderate quality health potion, however this ability can only be used 5 times per day.

*Action Surge:(Active)(1/Day) This ability allows the user to make an additional attack just after their previous attack action on a target which deals 20% less damage as the attack is within the action, this ability can't be used more then once a day.

*Indomitable:(Active)(1/Day) This ability allows the user to cheat death not like traditional resurrection magic or resurrection items which brings the user back at full health, this skill allows the user to not be defeated entirely by reducing them to 1HP if they ever go to 0HP, this is the only skill applicable if such a scenario happens.

-Anti Magic Warrior-

*Arcane Savant:(Passive) This grants the user proficiency in the Arcana Skill, and cannot be removed unless by another Class Skill.

*Break Concentration:(Active)(3/Day) To any creature that attempts to do an action that's not related to a physical melee or physical ranged attack, the user can utilize this skill to cause whatever action they are attempting to fail, those using magic that's affected by this skill must attempt a Wisdom Saving Throw, failing this save will cause the effects of this skill to take effect but succeeding will negate the effects; however this doesn't affect spells of 3rd Tier or Higher,

*Arcane Sight:(Active) This skill grants the user the ability to cast a 4th Tier spell called 'Detect Magic' as a class skill, this allows the user to detect magic in individuals which also helps determine what tier they are capable of as well as the amount of MP, this is believed to be a superior form of Mana Detection.

*Magic Breaker:(Active)(3/Day) This skill is a much stronger version then the 'Break Concentration Skill' but it's mostly focused on magic casters, when a magic caster is is seen using a magic spell within 60 ft of the user then targeted by this skill then they must make an Intelligence Saving Throw or cause whatever magic they are using to fail without question or if they succeed they negate this skill; however this skill cannot affect magic 7th Tier or Higher.

*Nullify Magic:(Active)(1/Day) This Skill allows the user to regain one additional use from the 'Break Concentration' Skill.

*Mana Burn:(Active)(1/Day) When the user utilizes this skill, they must attempt a melee attack on a target that uses magic, when doing so the user can now cause the target to have their mana super charge and evaporate. This skill allows the user to take away a ¼ percentage of the target's max MP and stop MP Regeneration for a maximum of 3 Minutes.

*Beholder's Eye:(Active)(1/Day) This skill allows the user to exude the 10th Tier Spell 'Anti-Magic Field' which lasts for exactly 1 Minute real time and extends up to 60 ft in a radius around the user, this ability causes all magic casters to lose their ability to cast magic while they are within the range of the Anti-Magic Field, while also stopping their MP Regeneration.

-Arcane Blade-

*Magic Blade:(Passive) This skill allows the user to turn any weapon that they currently utilize into a magic weapon, not items formed from Data Crystals, but turns any mundane weapon into a base magic weapon which is used to bypass Non Magical Weapon Resistances and Immunities, this effect doesn't work on weapons that are already magic weapons.

*Arcane Strike:(Active)(2/Day) This Skill allows the user to inflict a magical effect when utilizing their weapons, the user is given one magical effect to utilize and gains 4 more as they give more levels to the Arcane Blade Class, each option of the Arcane Strike Skill possesses 2 Uses Each per day

*-Baleful Strike: The User weaves necrotic magic into their magic weapon and when used against a target deals moderate necrotic damage along with the magic weapons base damage and additional effects, the target must also make a constitution saving throw, if failed the saving throw then damage from all sources for the next 10 minutes is halved.

*-Coruscating Strike: The User weaves illusionary magic into their magic weapon and when used against a target, deals moderate radiant/holy damage on the target, the target will also need to make a Wisdom Saving Throw, if failed then the target will be blinded for 5 Minutes.

*-Dowsing Strike: The User weaves divination Magic into their magic weapon, this allows the weapon to be controlled/directed to strike against targets that are hidden or invisible, the weapon operated independently of the users senses while active, when striking the invisible target, the weapon deals increased damage of its respective weapon type.

*-Piercing Strike: The User weaves Conjuration Magic into their magic weapon which causes the magic weapon to appear to be prickly with dozens of dagger tips coated in a strong poisonous substance, when the user stabs the target, these dagger tips are lodged and stuck into the target, this deals moderate piercing and poisonous damage as well as continuous poisoned damage though the target can spend a few moments trying to remove the dozens of poisoned dagger tips to remove the poisoned condition.

*-Sundering Strike: The User weaves powerful force energy into their magic weapon to which the user can slam the weapon into the ground unleashing this force energy into a form of an arc slash, this arc slash is 20 feet tall and travels up to 40 feet, capable of splitting military formations into too, dealing high force damage to all affected targets.

*Arcane Blade Lore:(Passive) This skill allows the user to gain a class based item known as the 'Lore of the Arcane Blades' which contains miscellaneous stories and trivia of an order of Arcane Blade, this skill also grants the user one skill proficiency from either 'Arcane', 'History' or 'Investigation'

*Trailing Strike:(Active) This skill grants the user the ability to turn a missed attack on a target and have it be redone to attack another target that is in close vicinity of the user, this is only applicable if the user failed to connect a strike to a desired target.

*Ever Ready Strike:(Active)(1/Day) This skill allows the user to regain one use from each option of the Arcane Strike Class Skill.

*Enhanced Arcane Strike:(Passive) This skill passively boosts the damage dealt by the 'Arcane Strikes' Class skill, increasing the damage moderately.

-Berserk Fighter-

*Channel Hatred:(Active) This Skill allows The User to utilize what is seen as the copy of the Barbarian Class Staple Skill known as 'Rage' this skill allows the user to gain a moderate increase in physical damage as well low increased damage reduction, this ability also gives a visual look which is coating the user a barely seeable red aura, this ability lasts for a minute and has a 30 minute cooldown.

*Tactical Hatred:(Active) This skill is an enhancement to the 'Channel Hatred' Skill to which the user can forgo any damage that they deal to instead deal one of three effects to the intended target.

First Effect; the creature is knocked prone to which they cannot get up for 30 seconds.

Second Effect; Induce the creature with the blindness effect or render them unable to speak for 5 minutes.

Third Effect; Knock the target backwards up to 20 ft away

*Enduring Hatred:(Passive) This is another enhancement to the 'Channel Hatred' skill, this skill allows the user to remain in channel hatred for a maximum of 10 Minutes instead of the usual 1 Minute and the cooldown is reduced by half of the original.

*The Beacon of Hatred:(Passive) This is an AoE skill which is passively emitted while the user is utilizing 'Channel Hatred' in a 60 foot radius, all allies of the user can now benefit from the benefits of the 'Channel Hatred' Skill so long as they remain in the radius of the user.

-Dark Knight FFX-2-

*Arcana:(Active) This is a skill that allows the user to gain a pool of Dark Mana which is a corrupted version of the basic mana that all Magic Casters utilize, Dark Mana can only be used by the user, this skill grants the user exactly 13 Points of Dark Mana which they can utilize a host of mana inspired techniques/corrupted spells to use at their leisure.

*-Drain:(2 DMP) The user envelops their weapon into a haze of black energy which they can make the next weapon attack cause the normal damage but the damage inflicted is then translated into HP Regain to the user.

*-Demi:(3 DMP) The user can select up to three people they see within 30 feet and reduce their HP up to ⅕ of their maximum HP.

*-Bio:(3 DMP) The user can induce a cloud of blackish smoke from their body up to 10 feet in radius, this black smoke can cause people to be poisoned unless they pass a constitution saving throw.

*-Improved Drain:(5 DMP) This ability allows the user to cast the 5th Tier Spell 'Vampiric Touch' as if they knew the spell traditionally, this spell works the same as the original yet cannot be enhanced in any way through Metamagic.

*-Improved Black Sky:(5 DMP) This ability is actually an enhancement of one of the Dark Knights usable skilled 'Black Sky' this allows the user to greatly enhance the damage of the Black Sky Skill dealing increased necrotic damage with 30% probability that any killed by the Black Sky will be resurrected temporarily as zombies of their former selves.

*-Confuse:(6 DMP) This ability allows the user to cast the 6th Tier Spell 'Confusion' as if they knew the spell traditionally, this spell works the same as the original yet cannot be enhanced in any way through Metamagic

*-Doom:(7 DMP) This skill allows the user to induce an effect called 'Deathmark' on any target they wish, this effect will cause the target to have a constitution saving throw or be under the effects of instant death, killing them, however creatures with immunity to instant death effects, dispel magic or move curse can remove/prevent the effects of the Deathmark ability.

*-Improved Bio:(7 DMP) This ability allows the user to cast the 7th Tier Spell 'Cloudkill' as if they knew the spell traditionally, this spell works the same as the original yet cannot be enhanced in any way through Metamagic

*-Break:(9 DMP) This ability allows the user to cast the 8th Tier Spell 'Flesh to Stone' as if they knew the spell traditionally, this spell works the same as the original yet cannot be enhanced in any way through Metamagic

*-Death:(13 DMP) This ability allows the user to cast the 9th Tier Spell 'Harm' as if they knew the spell traditionally, this spell works the same as the original yet cannot be enhanced in any way through Metamagic

*Darkness:(Active) This skill allows the user the ability to sacrifice their own vitality(HP) to augment their next melee strike to far beyond what one would normally be capable of, they can sacrifice as much HP they can, to a minimum of 1 HP, the amount of HP sacrificed is the amount augmented for the users next melee strike.

*Black Sky:(Active) This skill brings forth a darkened storm cloud high in the air, seemingly expanding up to 200 feet with the user being in the center, the storm cloud rains down blackened liquid which is necrotic energy in the form of black rain droplets, this causes all but the user and allies of the user to take continuous necrotic damage so long as they remained in the Necrosis Rain, the effects of the Black Sky persists for up to 30 minutes before calming down and entering a cooldown which lasts for 3 hours.

*Darkness Embrace:(Passive) This is a passive skill that grants immunity of Petrified, Poisoned and Charmed Conditions of any kind as well as rendering them immune to instant death effects.

-Eldritch Warrior-

*Mystical Boon:(Passive) This is granted one of many potential magic artifacts or a class given item to the user, the user is allowed to choose between 30 known Mystical Boons which can be a class item to a powerful skill enhancement.

*-Pact of the Invoker:(Passive) This pact boon allowed the user the knowledge to induce power from their own 'True' name, granting them more additional power through this boon, this boon allowed the user to possess 4 additional Eldritch invocations of their choosing.

*—Pact of the Tome:(Passive) This pact boon was an item granted by a power unseen, this book possesses secrets and knowledge the 9 realms did not possess, only does the user have it, this tome is essentially a book that allows the user to physically go through their menu without needing to bring up the command console, they can go through their inventory by flipping the pages, look into their avatar effects both from buffs and debuffs to overlooking their classes and all known skills.

The practical effect of the tome grants the user 3 Warlock Class Cantrips, Cantrips being see as more skills then actual spells which spellcasters can use Willy nilly.

*—-Glyph Trap:(Cantrip) This spell allows the user to cast an invisible glyph on any hard surface to act as a form of trap, the glyph is invisible unless the target(s) makes attempts to detect it which they need to make a perception check to locate it, however there is methods to locate these glyphs which is by Detect Magic, Blindsight, Or Truesight which automatically succeeds the perception check.

The glyphs can be used to hold a secondary spell of the users choice which acts as a trap mine with that spell as the damaging aspect, however all restrictions associated with that spell.

*—-Conjure Blade:(Cantrip) This spell allows the user to conjure forth an ethereal blade made from pure magical energy, the look of the blade will be dependent on the users desire including the type of blade such as Dagger, Short or Longsword, o Greatsword, or Rapier, each blade has their own associated type but they all have the same damage type of force damage, the blade remains for up to 1 Hour Real Time, the weapon is considered magical for purpose of overcoming non magical resistances and immunities.

*—-Ice Shards: This spell allows the user to create and utilize shards of pure elemental ice that is created around the user, the user can launch these shards like rapid fire, shotgun burst or one at a time or even all at once. Once used, the shard deal moderate low ice damage.

*—Pact of the Blood:(Active) This pact boon was a class item which takes the form of a vial filled with mysterious red blood, the vial can be attached to anything for easy accessibility, the current user has the vial attached to a chain necklace that they are wearing.

The vial of blood is an item which seems to refill its container once every day and can be used to restore HP equivalent to the users max HP, which currently allows them to recover health to the equivalent to a greater health potion, much much superior to the normal health potions.

*Eldritch Invocations:(Passive) This skill grants the user the greatest strength that is normally reserved for the Warlock Branch, Eldritch Invocations is specialty skills that enhances the player with both active and passive skills, with over 200 known Eldritch invocations to choose from.

*-Heart of the Pact:(Passive) This Invocation allows the user to gain an additional pact boon, however the user cannot gain any invocations that specifys that particular boon as a prerequisite.

*-Deceive Magic Item:(Passive) This Invocation allows the user to utilize magic items specifically designed to be restricted to one or multiple classes such as priest or druid, the user chosen to deceive items that are linked to the cleric class.

*-Duel Boon:(Passive) This Invocation allows the user to gain an additional pact boon, even use invocations that utilize that pact boon however if the user chooses a different pact boon while holding invocations with that boon's prerequisite then those invocations will cease to function.

*-Blood Senses:(Passive) This invocation grants the user the ability to track creatures, or other players, that has blood flowing through them, this blood can be tracked for up to 120 feet away from the user, additionally this effect also gives the user a bonus passive perception up to 30 feet away, this ability however doesn't include creatures that don't have running blood like Undead or Constructs like Golems or Automations.

*-Blood Bank:(Active) This Invocation allows the user to use the corpses of fallen foes with blood and drain them into the Pact of the Blood Boon to add additional uses of the boon, this ability however doesn't allow the boon to regain more charges and only regains 1 per day and only that, so additional charges are essentially temporary uses that can't be recovered until using a corpse with blood.

*-Crimson Charm:(Active) This invocation allows the user to spend one blood charge from the Pact of the Blood Boon to cast the Second Tier Spell 'Charm Person' the spell operates the same as the magic spell counterpart yet this ability can't traditionally be countered by Counterspell or dispel magic as only items, spells, or class features that grants immunity to charm magic can affect this ability.

*—Eldritch Mobility:(Passive) This invocation allows the user to gain a passive boost to their movement speed allowing the user to be 10% faster then they normally would.

*—Martial Prowess:(Passive) This Invocation allows the user to gain a passive fighting style that's only available to fighter job classes, the user gains one fighting style.

*—-Two Weapon Fighting: This fighting style allows the user to gain additional hitting and damage capabilities when the user is wielding two one handed weapons and nothing else.

*—Eldritch Missile:(Active) This Invocation allows the user to utilize the 2nd Tier Spell 'Magic Missile', this ability operates the same as the magic spell counterpart and is under effect any magic that would counter it.

*—Oakflesh:(Active) This invocation allows the user to utilize the 4th Tier Spell 'Oakflesh', this ability operates the same as the magic spell counterpart and is under the effect any magic that would counter it.

*Arcane Fountain:(Active)(1/Day) This skill allows the user the ability to gain the effect of one of two fighter traits from the Fighter main class however the user can only activate one of these traits once per day.

*-Second Wind: This skill allows the user to recover a set amount of HP if they were damaged, this HP regain is the same amount given to a moderate quality health potion

*-Action Surge: This ability allows the user to make an additional attack just after their previous attack action on a target which deals 20% less damage as the attack is within the action

*Arcane Knowledge:(Passive) This skill grants the user a proficiency status with the Arcana Skill as well as Either Charisma or Intelligence Saving Throws, granting the user the skills effects

*Mind Resilience:(Passive) This skill grants the user proficiency in wisdom Saving throws as well as an additional Saving throw not choosing from the 'Arcane Knowledge' Skill.

*Eldritch Versatility:(Passive) This ability is rather different as it gives the user the ability to change any of their invocations that they have chosen already once per week giving them different effects from different invocations.

*Mystic Arcanium:(Active)(1/Day) This skill allows the user to utilize the Warlocks greatest class skill, The Mystic Arcanium allows them to cast 1 8th, 9th or 10th Tier Spell without spending any MP to cast it which is a powerful skill as it could tip the balance of a battle with a powerful spell, the spell is immune from any verbal component that is required to cast spells.

*-Earth Shatter:(8th Tier) This spell causes a massive lightning bolt to descend from the sky to strike a point of the ground causing all within 60 ft from the point of origin to deal high lightning damage while also destroying the very ground that the bolt struck causing the ground to turn into difficult terrain which deals low continuous fire damage due to the lightnings high energy output.

-Improvisor-

*Unpredictable Fighter:(Passive) The User now begins to learn that anything is a potential weapon in the making, this skill grants the user the ability to turn any mundane object into a moderate damaging weapon type of Piercing, Slashing or Bludgeoning Damage based on the item, this turns everyday items into a deadly weapon as well as granting the user proficiency in using improvised weapons gaining a passive boost in damage.

*Underdog:(Passive) The user has become quite proficient in dealing with odds that seems very unfavorable to them, this skill grants the user increased damage reduction when in combat situations with dealing with creatures that are grouped up of 3 members or more.

*Improvisor's Way:(Active) The user now has the capability to create an improvised shield from any material that they can find, additionally the user can now create improvised tool sets from any material that they can find but unlike other improvised weapons and equipment, the user needs to breakdown these materials to get the components needed to build the toolsets.

*Everyones in on the fun!:(Active) This skill grants the user the ability to utilize other creatures as potential improvised weapons, the creatures that are used as improvised weapons are translated into temporary weapons however the main weakness of the skill is that creatures must be smaller then the user otherwise wielding those creatures will inflict disadvantage and penalties to hitting and damaging capabilities.

*Glass Him:(Active) This skill allows the user the chance to destroy their own improvised to grant high increased damage to the target but the weapon is destroyed beyond repair and can't be repaired by any means from the user, the damage inflicted is not only given a high increase to the weapons damage type but also grants it a guaranteed critical hit.

-Perfect Blade-

*Mastery Of Defensive Actions:(Active)(3/Day) This skill grants the user the ability to have a mastery like skill in Defense like abilities, the user can choose between 3 Defensive Type skills to choose from to focus on its mastery aspect, the user can utilize this skill 3 times per day.

*-The Aegis: This allows the user to summon a spectral projection of a translucent shield which is used to block any ranged attack rendering all damage to nothing, the user can also utilize this aspect to summon the shield to an ally within 5 feet of them.

*Mastery of Offensive Actions:(Active) This skill grants the user the ability to have a mastery skill in offensive like abilities, the user can choose between 3 Offensive Type skills to choose from to focus on its mastery aspect.

*-Secondary Strike: This ability is used in conjunction with the fighters known action surge, this allows the user to make another additional attack on top of the action surges ability to make another attack.

*Mastery Of Footwork:(Active) This skill grants the user the ability to have a mastery skill in footwork abilities, the user can choose between 3 Footwork Type skills to choose from to focus on its mastery aspect.

*-Offensive Stance: The user can enter this stance for a maximum of five minutes, this grants the user bonus damage to all melee attacks as well as bonus chances to connect attacks to the target.

*Mastery Of Quick Actions:(Passive) This skill grants the user the ability to have a mastery skill in quick action abilities, the user can choose between 3 Quick Action Type skills to choose from to focus on its mastery aspect.

*-Untouchable Strike: This ability is used only if the user has chosen the offensive stance on the previous skill, this allows the user to unleash a weapon attack so fast that it's blinding, this causes the user to negates the defense granted by shields and reduce the armor rating from armor.

*Mastery Of Tactics:(Active)(1/Day) This skill grants the user the ability to have a mastery skill in tactics, the user can choose between 3 Tactic Type skills to choose from to focus on its mastery aspect, the user can utilize the chosen skill once per day.

*-Perfect Remise: This skill allows the user to make a string of attacks up to 6 additional attacks, if each attack has hit the target then the user gains an automatic attack until it reaches six though with each attack having hit then the attack suffers increasing penalty on damage.

-Scout-

*Skirmish:(Passive) This skill operates on a passive setting to which if the user travels up to 10 feet before making an attack on the target then the target suffers additional damage equal to the amount of movement that the user traveled up to, additionally if the user wears no armor or light armor then they gain a bonus to defense rating, Dexterity Saving Throws, and their movement speed gains a passive boost of 20 feet.

*Trapfinding:(Passive) The user seems to have a knack on discovering traps, this ability grants the user a passive boost on perception checks when locating traps as well as a bonus boost on disarming these traps as well as a higher chance to avoid these traps if activated.

*Evasion:(Passive) This effect allows the user to halve the damage of AoE attacks such as AoE spells, dragons breath etc.

*Vanish:(Passive) This grants the user the ability to remain hidden from most sources and treats him as invisible, this makes him immune to divination Magic and can't be tracked by any means, mundane or magical unless the user desires to be tracked.

*Uncanny Dodge:(Active)(3/Day) This skill grants the user the ability to halve any damage that they suffer from an attack, be it a melee physical attack up to even a magical spell attack, the user can only utilize this ability three times per day.

*Unstoppable Skirmisher:(Passive) This skill grants the user the ability to hear any hidden or invisible creature located within 20 feet of the user, making surprise attacks or ambushes relatively fruitless and negates additional damage inflicted by surprise attacks.

Additionally while the user has no armor or wears light armor, they are considered under a permanent effect from the 10th Tier Spell 'Freedom of Movement' which only is negated when wearing armor medium or higher.

-Slasher-

*Signature Weapon:(Passive) The user gains the ability to determine one weapon in their arsenal as a signature weapon, this signature weapon gains additional effects to whatever effect that they have, while the user wields their signature weapon then they gain additional damage inflicted to targets.

*Supernatural Movement:(Active) The user continues to gain more prowess as a slasher killer, the user gains the ability to teleport to a target within 30 feet of them to an unoccupied space of 5 feet away from the target, if the user attacks the target with their signature weapon then they gain bonus damage on top of any bonus damage they already obtained.

*Jolt of Fear:(Active) The user can induce a fear debuff to one target which they need to make a saving throw to negate the effects, if they fail then they are in a state of fear of the user and needs to make the same saving throw once per turn to end the effect however if the user resists the effect then they become immune to the Jolt of Fear skill for 24 Hours Real Time.

*Jumpscare:(Active)(3/Day) Whenever the user uses the supernatural movement skill, they can utilize the jolt of fear skill as apart of the same action and if the target fails the saving through of the jolt of fear then the user can make an opportunity attack on the target which deals high bonus damage to any accumulated bonus damage.

*Dreamstalker:(Active) This skill grants the user the ability to enter someone's 'dream' this ability works the same as the 9th Tier Spell 'Phantasmal Killer' but it can only effect creatures that are unconscious through either sleep or knocked out when done so, the target is affected by moderate psychic damage.

*Pervert Gravity:(Passive) The user always has a need to go after the target regardless of any ways the target tries to run away, This ability allows the target to enter a permanent effect of 'Spider's Walk' which can't be removed by any means, additionally, the user is also capable of holding their breath for a total of an hour before suffering suffocation damage and they are now immune to difficult terrain.

*True Slasher:(Active)(1/Day) Fear is the greatest weapon any true slasher has and knows how to manipulate to great effect, this skill allows the user to project an aura of blackish haze from the user which extends up to 60 feet away, this aura induces fear effects similar which can't be resisted, similar to the Overlords Despair Aura, only targets are affected by this aura and allies/party members are rendered immune.

This aura lasts up to a minute in use before ending the effects.

-Swordsman of Will-

*Armor of Will:(Passive) This skill allows the user to induce more Will into their physical being effectively increasing their defense rating passively so long as the user doesn't wear any armor however items like normal clothing that don't grant armor benefits can still be outfitted with defense benefits and still gain this skills effects.

*Mastery of Will:(Passive) If the user wields any weapon both mundane or magical that has the heavy or two handed properties then they gain bonus damage passively.

*Unbreaking Wall:(Passive) This skill grants the user full immunity to the prone condition and to affect both physical or magical that could knock the user prone will fail, additionally when the user is attempted to be forced into a strength check to stop a prone condition with a physical attempt, the user can flip this ability and force the attacker to make the check and force them to be prone.

*Undying Will:(Active)(1/Day) This skill allows the user to push the limits of what one's willpower can achieve to the point that the user can even stop death momentarily, this skill allows the user to drop their HP to 1 Point if they managed to reach 0 HP as such, effectively stopping their death, but this effect only has one use per day and it doesn't regain any lost HP, MP, Class or item features.

*Unending Will:(Active)(1/Day) This skill grants the user an additional use of the 'Undying Will' Skill but all limitations still apply regardless of how many times the user prevents death.

-Bloody Executioner-

*Deadly Wounds:(Passive) This skill grants the user a passive effect that they can grant others, the user can cause targets to be inflicted with a unique debuff called 'Bleed' which deals a percentage of damage based on the amount of Bleed that the user has accumulated, the max amount of the bleed debuff is 5 and deals more damage continuously when the user gains more bleed however this debuff has a max of five minutes and is reset if they are attacked again by the user but if they are not then the debuff is dispelled and the amount of bleed is reset to 0 and requires to be hit more to return bleed and increase it.

*Ferver of Battle:(Active) This skill is actually sealed and can only be used once a prerequisite is met before it's used, once the user has hit on target at least 5 times and has the maximum amount of the Bleed Debuff, the user will then gain a unique Buff called 'Ferver of Battle' which allows the user to instantly wound a target and maximize the amount of bleed in their next strike, however this bleed is permanent until healed by the spell Greater Restoration and then the user loses this buff until it's condition is met again

*Execute:(Active) This skill allows the user in an attempt to kill the target with an enhanced damage strike, the damage is also increased if the target has the Bleed Debuff, more damage is accumulated if the Bleed Debuffs has a higher charge to which the target with the maximum amount of bleed obtains the maximum amount of bonus damage from the Execute Skill, however if you kill the target with the Execute Skill then you gain the Ferver of Battle Buff which operates the same granted by the Ferver of Battle Skill.

*Deadlier Wounds:(Passive) This skill allows the user to gain a passive boost of continuous damage inflicted by the 'Bleed' Debuff.

*Drunkeness of War:(Passive) This skill grants the user increased damage when utilizing the Execute Skill, additionally if the target dies by the Execute Skill then the user regains additional HP up to half of the damage dealt to the target.

-Language: Yggdrasil Boasted a wide diverse of languages, with the developers implementing a total of 100 Languages into the game as these languages are required to read items and or books of the specific language, only ways to gain a language is through race, job classes or specific quests.

*Common: Common is referring to the base language that the user is born with/most common language they know, which is Japanese.

-Proficiency: This list indicates skills that the user is relatively good at, these don't boast any proficiency in class skills given their rather broad application as essentially these skills operate as self operating skills that the user simply require skill checks for.

*Arcana.

*Investigation: This skill operates under the guise of searching, locating and processing evidence to come to certain conclusions, this is mostly used to locate hidden traps, hidden treasures or weapons or determine what happened of a scene in the past.

*Stealth: This skill allows the user the ability to hide which is broad in itself, however one's ability in stealth is determined by a variety of factors which usually boils down to two, speciality and proficiency, the higher either or both are, the greater effect this skill can induce.

*Charisma Saving Throw: This Ability grants the user a better chance to succeed a saving throw with Charisma.

*Intelligence Saving Throw: This Ability grants the user a better chance to succeed a saving throw with Intelligence.

*Wisdom Saving Throw: This Ability grants the user a better chance to succeed a saving throw with Wisdom.

*Improved Weapons: This skill showcases one's ability to utilize weapons not traditional made to be weapons, dealing increased damage when wielded.

-Expertise: This list showcases the users immense ability in the set of various skills, it works the same proficiency except all end results/effects are tripled then proficiency.

*Arcana: This skill is used to learn and ascertain knowledge of anything on Arcana which is the best trait when learning about unknown spells, magic items, learning the value of data crystals to even getting higher tier Arcana artifacts. This trait is best used for those who don't possess any assess magic item

-Resistances: This list indicates the users resistances to various damage types/effects within the game, these damage types usually has a set level then some granted by race which increases resistances to even level capping from being damaged.

*Trap Damage: This grants the user a reduced damage inflicted if harmed by any trap or mechanism that induces a harmful effect.

-Immunities: This list indicates the users immunity to various damage types/effects within the game.

*Difficult Terrain: Difficult terrain is an Environment inducing difficulty or damage to all targets within both allies and enemies, in addition to possible damage based on the type of difficult terrain, it causes immense movement penalty to all within.

World Items-

#1: Maiden's Call.

*-Type: Summoning.

*-Appearance: It takes the form of an elegantly carved and handled goats horn with embroidered Norse runes with a leather strap on the main body as if to hold the item.

*-Classification: World.

*-Note: This Item has the capacity to solo most mid to even low-high tier dungeons and enemies with ease, it's a strong summoning type world item.

*-Effects: This Item allows the user to summon up to 6 Level 100 Shield Maidens to their side and command them for a total of 1 Hour Real Time, their strength is comparable to even normal Lv100 Fighters and they are decked out in Divine Rarity Armor, Shields and Spears, the shield maidens is said to be reflected on the Valkyries that were in the service of the All Father.

*-Currently Located: The User's Hip.