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Divine Relic: 10,000

Your divine relic. Grows alongside your incarnation level. Effects vary for each Incarnation

Diviner: 30

Consumable. Shatters and notifies the user when an unknown incarnation appears within a one mile radius. Provides their name and level

Random Quest: 40

Quests are random assignments that can provide influence, items, or other benefits when completed. You cannot remove a quest from your menu without completing it, and you can have a number of quests equal to your level at any given time

Lizard's Tail: 100

Consumable. Teleports the user to a place they consider safe and heals all of their physical injuries. Activates automatically when the user is near death

Hunt Ticket: 100

Consumable. Allows an incarnation to join the Hunt for 30 days. Incarnations participating in the Hunt are able to locate each other, but not non-participating incarnations. The Hunt's location system does not identify incarnations

Record Pass: 100

Creates a tab in the menu that displays which incarnations have which public titles at the time of buying. Can only be updated by repurchasing this item

Drop of Chaos: 100

Consumable. Grants the user a random item, authority, or title. 20% for a deleterious effect

Lesser Item Charger (100):

Contains 1,000 divinity that can be loaded into a relic or weapon of your choice

Beast Tracker: 150

Consumable. Points to the nearest incarnation of a monster or divine beast. Shatters if the user identifies the target

Divine Weapon Ticket (low): 200

Gives a common grade divine weapon of the user's choice (e.g. bow, sword, spear)

Breath of Serenity 200:

Consumable. Clears you of mind-altering effects induced by <Authorities>. However, if the level of the <Authority> is higher than that of your incarnation level, it is possible for this item to take either partial or no effect

Nectar: 200

Consumable: Restores your divinity to max

Authority Grinder: 200

Allows you to trade an authority you currently possess for an appropriate amount of influence. However, this item is consumed upon use, and its costs are not included in the total you receive.

Ambrosia: 300

Consumable. Increases your maximum divinity by ten. Can only be used a number of times equal to your current level (a level two incarnation could eat ambrosia twice, and then eat it one more time after leveling up.)

Idol: 300

Provides influence when worshipped by a mortal

Purified Drop of Chaos: 300

Consumable. Has the same effect as a standard Drop of Chaos, but the deleterious effects are replaced with mostly useless ones

Authority Crystal (Low Grade): 300

Can store an authority from level 1-3. Any incarnation, not just the original owner, can subsume that Authority by touching the crystal for 1 hour. Can be used as an ingredient for divine artifacts

Pantheon Compass: 300

Points towards the nearest member of your pantheon who also possesses a Pantheon Compass

Asclepius’s Gift: 400

Revives the holder upon death, provided that at least 70% of the body is intact. If this item is used, your killer will not gain subjugation rewards. Once this item is consumed, 24 hours must pass before another is.

Ritual Wine: 500

Consumable. Upon drinking, you gain influence proportional to the number of people who willingly listen to you with the knowledge that you are engaging in some kind of religious ceremony

Divine Weapon ticket (medium): 500

Grants an uncommon relic of a type of your choosing. 10% chance of providing a rare weapon instead.

Trapper: 500

Cancels the usage of a <Lizard’s Tail>. Disappears upon use.

Hydra’s Head: 500

As <Lizard’s Tail>, but cannot be canceled out by use of a <Trapper>.

Cyclops' Drop of Chaos 500:

Provides a random Divine Weapon. There is a 20% that the item has a <dud> effect, regardless of rank

Stygian Pact 600:

Can create a promise between two people that cannot be dissolved on penalty of death

Authority Crystal (medium): 600

Can store authorities up to a maximum level of 6.

Reliquary’s Drop of Chaos: 600

Provides a random Divine Relic. There is a 20% that the item has a <dud> effect, regardless of rank

Detective's Compass 650:

Points to another incarnation, provided you know both their divine and pre-deification identity

Pact of Submission: 700

Makes the signatory completely unable to disobey the owner of this item, or attempt to harm them in any way, directly or indirectly. This criterion is based on the intent of the signatory, so it does not serve to prevent incompetence

Assassin Ticket 700:

Allows you to see incarnations with <Hunt Tickets> without them being able to see you

Drop of Inner Chaos: 1,000

Grants a random item, authority, title, or trait directly related to your primary <Myth>. 20% chance of a <Dud> effect, regardless of rank.

Authority Crystal (High Grade): 1200

Can store an authority up to a maximum level of 9

Epithet Holder: 2,000

Holds up to one of the <Myths> stored as an epithet. Can be sold for both the price of the holder and an amount of influence proportional to the god rank of the epithet. Epithets at a synchronization rate of 100% cannot be placed in an epithet holder. Alternatively, can be used to transfer the epithet to another incarnation or <Deify> a willing mortal. Mortals deified in this way will not grant any influence or authorities upon being eliminated.

Authority Crystal (Superior Grade): (2,000):

Can hold an authority of any level, including (EX)

Hecate’s Drop of Chaos: (2,000)

As <Purified Drop of Chaos>, but always provides an authority

Fuser (2,500)

Allows you to combine the power and effects of two relics or weapons without a manufacturing authority

Drop of Distilled Chaos (4,000):

Consumable. When used, all results of less than <Super Rare> grade are increased to <Super Rare>.

Temple’s Altar: 5,000

Can be placed in any building with the informed consent of the owner, sanctifying it as your <Temple>. Once placed, any individual who dwells or sets foot in the building must recognize that they are doing so. Each <Visitor> provides 1 influence, while each <Dweller> provides 5. Any given building can only be one incarnation’s <Temple> at any given time.

Authority Manufacturer (10,000):

You may place any epithet holder into this item. Upon doing so, any authority crystals placed into the item are converted to an authority of the same grade related to the epithet. Cannot be done with authorities available for purchase in the shop.

Authorities:

Fear (1): 100

Instills fear into the hearts of mortals and lower level incarnations

Weapon Training (1): 100

Does not consume divinity. Gives proficiency with a chosen weapon. Can be taken multiple times. The focus of this skill can be changed by expending the influence required to level it up.

Polyglot (1): 100

Allows you to speak any language

Shapeshift (1): 300

Allows you to take the shape of any mundane animal. Consumes 1 divinity per hour

Manipulate Object (1): 300

Allows you to mark an object by infusing it with divinity and then move it telekinetically. The infusion process takes one hour and consumes 50 divinity.

Command (1): 300

Allows you to affect the will of mortals. The skill is more likely to succeed if it's something the more willing they would have been to follow that command without the use of the skill. Has no effect on incarnations

Divine Awe (1) 300:

Consumes divinity while active. Strikes mortals with the impression that you are a divinity

Omen (1): 400

Gives you a premonition whenever you are at risk of immediate death or severe bodily harm. Consumes divinity whenever it activates

Resplendence (3): 500

While active, reveals the glow of your <Divinity> to mortals

Flight (1): 500

Allows you to fly freely through the air at a speed of 20mph multiplied by the skill level

Divine Body (1): 500

Expends divinity to temporarily increase the strength, endurance, and speed of an incarnation, proportional to the divinity expended (from 1 to 60 divinity an hour. Higher usages may be harmful to the body).

Enchant Item (1): 500

Allows you to create a Divine Relic. Works better for items made by the incarnation using this authority. If an authority crystal is used, a specific effect may be imparted. The item is severely damaged in the case of failure.

Stealth (1): 500

Makes it difficult for you to be seen by mortals and incarnations below a certain level

Divine Construct (1): 600

Allows you to create objects out of divinity. The amount depends on the size and complexity of the object. The object will be visible to mortals and look as if made of a glowing, translucent material that matches the color of your divinity. Consumes divinity to maintain.

Divine Armor (1): 700

Wraps divinity around your body like armor, protecting you from physical harm

Miracle of Healing (1) 800:

Allows you to expend divinity to heal wounds, both of yourself and others

Divine Will (1): 800

Helps you resist mind altering effects. Can be overwhelmed by an authority of a higher level

Induct (EX): 1,000

Allows you to grant an authority to a mortal, either directly or via an authority crystal. The target will gain the Pseudo-Myth: <Cultist of <Your Incarnation Name>>. They share your directives, and any influence, authorities, epithets, or titles garnered by the target are granted to you instead. It is possible for an <Inductee> to betray their god, at which point they will lose their power and pseudo-myth. Authority vanishes upon a single use.

Fabricate (1) 3,000:

Allows you to create materials. Larger atomic numbers and molecular complexity consume more divinity

Slumber (1) (5,000):

Puts you in a state of meditation in which you recover divinity and regenerate at a much faster rate

Insomnia (1) (5,000):

Defers fatigue. Accumulated fatigue hits after the authority usage ends.

Meditate (1) 7,000:

Allows you to meditate. As you do, you slowly increase your maximum divinity pool

Divine Realm (1): 10,000

Creates a private subspace of size proportional to the authority’s level, which can only be entered with your permission.

Faustian Bargain (EX): 2,000

Allows you to claim ownership of an individual’s soul if they willingly sell it to you. If you do so, you must fulfill your end of the bargain to the best of your ability. Gaining a <Soul> provides regular <Influence> as well as permanently increasing your divinity

Divinity Manifest (EX): 30,000

Creates an area around you in which your <Myth> holds dominion. The specific effects differ from incarnation to incarnation

Immortality (EX): 1,000,000

You cannot be killed. You lose this skill if you are unable to move for 10 years

Directives:

Object of Worship 100,000:

Gain influence whenever people pray to you

Edit Report
Pub: 06 Dec 2023 22:55 UTC
Edit: 21 Aug 2024 21:32 UTC
Views: 1553