Project V17/Powers/Shard/Fusions/Araboth

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< Project V17‎ | Powers‎ | Shard‎ | Fusions

Araboth

Cost: 5 SP

Required: Celestial Artificer

Required: (Trump) Prototype

You’ve started to walk the path of self-improvement and enlightenment, enhancing and enchanting your body and items alike. Prototype subsumes Celestial Artificer, gaining the ability to enhance yourself, expanding your overall power, and granting enchantments to yourself. Your starting point is Grey.

Your powers meld together flawlessly, allowing you the capability to swap out Enchantments and Powers on both yourself and items you’ve enhanced, you have no restrictions on the kind of powers and enchantments you can make. The sum of their parts are greatly enhanced as well in comparison to their components. Legendary and Mythic enchantments no longer require more than 1 charge and you can spend additional charges to further amplify and tweak existing abilities.

Upon reaching Mythical level, you can spend the equivalent amount of charges it would take getting from Grey to White, to once again magnify your potency by the same degree it would the first time as well as granting you the same amount of additional slots to store powers. You can follow this until you once again reach Mythical level, letting you restart the process. This applies to both objects and powers. You can freely swap whatever you have stored in your items with your own collection and vice versa.

You produce 10 charges a day (15 with Shardless/Negentropy), and the amount of slots you gain with each level stays the same, however, level Grey instead starts with 6 active slots instead of 1. They also always have twice as many inactive slots to store other enchantments/powers that they can instantly swap out. You can take back/reallocate reallocate your charges at any time. Shardless/Negentropy increases the initial starting slots to 8 and inactive slots will be thrice as many active slots.

Craftsman’s Workshop

Your artificer powers merge together. The amount of charges you produce a day is increased by 15 (20 with Shardless/Negentropy), and each level grants thrice as many slots. You require half as many charges to level up. Charges don’t have diminishing returns.

Archmage’s Workshop

Your “arcane” grandmaster powers merge together. The amount of charges you produce a day increased by 20 (30 with Shardless/Negentropy), and each level grants five times as many slots. You require half as many charges to level up. Charges don’t have diminishing returns.

Sigillum Dei

Araboth and Paradigm merge and coalesce into one ability. The amount of charges is cut down to half however each charge has crystallized into something greater, roughly thrice as powerful as before. Once you reach the Mythical level the amount and potency of charges you produce will double, and continue to do so every time you reach it again.

You lose the extra starting slots granted by Araboth and no longer have inactive slots. In exchange, the distinction between an Araboth slot and Paradigm slot disappears; each becomes capable of using the powers and enchantments their component powers could produce, and will mutate and adapt as Paradigm normally does. This also applies to the base power as well. Paradigm will be able to contain more powerful abilities as you make your way through the upper levels, similar to enchantments.

The enchantment process takes a more flexible approach, allowing you to not only generate new abilities on the fly but rapidly advance them by pouring more charges into them.

Arakiel

Araboth subsumes Manager, adding its capabilities to itself and mutating new ones. Manager’s slots are added to Araboth.

Powers copied or stolen by manager can now be added to your slots, and you can manipulate powers enchantments as you would before. This also copies the power’s pattern for yourself as well for later recreation.

However the biggest change is you can now enhance and enchant other people the same way you would yourself or items.