Tensura Heavenly Virtues

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Tensura Heavenly Virtues

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Tensura mod addon that adds Heavenly Virtues as unique skills.

Mod Loaders
Minecraft

About

Description

Tensura Reincarnated addon mod that adds Heavenly Virtues (7+2) to minecraft as unique skills. All skills are obtainable through reincarnation. Copmatible with slimethronesextras skill lock system and great sage mods reincarnation pool. 

Mod is still in early developments so feel free to ask questions, suggestions or issues through comments section!

This mod needs Tensura: Reincarnated and Sympathetic Attributes mods in order to work.

All skills and their powers:

## 1. Humility

**Heavenly Virtue of Humility — opposite of Pride**  
**Role:** Anti-power duelist. Humility weakens the advantages of a stronger opponent while offering an optional way to spare much weaker enemies.

### Passive — Equal Standing

**Normal:** Take 20% less damage from an attacker whose EP exceeds yours. Your own damage against a lower-EP target is reduced by 10%.

**Mastery:** The protection rises to 35%, and the lower-EP damage penalty disappears. Mercy becomes available as a separate active mode; mastering Humility does not automatically make your attacks nonlethal.

### Passive — Unshaken Identity

**Normal:** A hostile attempt to copy an otherwise eligible ability has a 50% chance to be rejected.

**Mastery:** Copy resistance rises to 85%. This protection covers eligible abilities in general, rather than only Humility itself. It supplements the copying ability's usual restrictions and does not guarantee immunity to every attempt or automatically protect against skill theft.

### Mode 1 — Ego Suppression

**Cost:** 5,000 MP. **Range:** 20 blocks. **Duration:** 12 seconds; 18 with mastery. **Cooldown:** 20 seconds.

**Normal:** Reduce the target's Physical and Magic damage output by 25%. Eligible temporary attack buffs, including supported Strength and Rampage bonuses, are additionally suppressed by 25%.

**Mastery:** The damage-output reduction becomes 50%. One eligible beneficial effect also loses 25% of its remaining duration. Permanent strength and equipment bonuses are preserved.

### Mode 2 — Equilibrium Field

**Cost:** 15,000 MP. **Radius:** 12 blocks; 20 with mastery. **Duration:** 12 seconds; 20 with mastery. **Cooldown:** 60 seconds.

**Normal:** Create a stationary field that suppresses 50% of enemies' eligible temporary attack, movement-speed, and attack-speed bonuses. You take 15% less damage while inside your own field.

**Mastery:** Gain 5% additional damage for each currently suppressed buff, up to 50%. The defensive benefit belongs to the caster; this is not an ally-wide protection field. Base EP, maximum health, permanent upgrades, and equipment values are unaffected.

### Mode 3 — Heavenly Judgment — Final Equality

**Requires mastery. Cost:** 25,000 MP. **Range:** 15 blocks. **Suppression duration:** 8 seconds. **Cooldown:** 45 seconds.

Strike the target for **700 Spiritual Damage**. If the target has at least twice your EP, this strike receives a 50% bonus, reaching **1,050 base Spiritual Damage**. If its eligible temporary attack bonuses exceed yours, those bonuses are suppressed completely (**100%**) for 8 seconds. Spiritual resistance and nullification continue to work normally.

### Mode 4 — Mercy

**Requires mastery. Cost:** None. **Cooldown:** None. **Type:** On/off toggle; activate this mode again to switch it off.

While Mercy is enabled, your qualifying lethal HP/SHP damage leaves the relevant health pool at 1 instead of killing the target. This requires **your EP to be at least five times the target's EP** and never applies to bosses.

A spared ordinary mob is pacified for **20 seconds**. A spared player instead deals **25% less damage for 20 seconds**, with no movement restraint. Mercy is an optional combat stance, not a universal safeguard against every source of death.

## 2. Charity

**Heavenly Virtue of Charity — opposite of Greed**  
**Role:** Energy support and group protection. Charity shares real resources and turns cooperation into protection.

### Passive — Benevolent Soul

**Normal:** Your MP and AP regeneration increase by 15%. Allies within **20 blocks** gain 10% increased MP/AP regeneration.

**Mastery:** Your bonus becomes 30%, and the ally bonus becomes 20%. An ally you actually heal gains **10% damage reduction for 5 seconds**.

### Passive — Selfless Protection

**Normal:** Successfully helping another ally within **20 blocks**, such as through supported healing or energy transfer, gives you **15% damage reduction for 10 seconds**.

**Mastery:** Gain 35% reduction for 15 seconds. Repeated help refreshes this protection rather than stacking extra copies. Helping yourself does not trigger it.

### Mode 1 — Gift of Abundance

**Cost:** 3,000 MP plus the real MP or AP transferred. **Range:** 20 blocks. **Cooldown:** 8 seconds.

Aim at an ally and activate Gift to open the transfer screen. Choose MP or AP and the amount, then confirm. The activation fee and transfer are paid only after a valid confirmation. Each gift can transfer up to **15% of your maximum chosen resource**, and requires enough real resources to pay both the principal and applicable fee.

**Normal:** The ally receives **100% of the transferred amount** as ordinary energy, limited by their available capacity.

**Mastery:** The ally receives **130% of the transferred amount as temporary energy**. Sending 10,000 MP can therefore provide 13,000 temporary MP, subject to the recipient's reserve capacity. The amount is reduced to what fits; energy that cannot fit is not taken from you. The temporary reserve follows the shared 30-second lifetime and 20% capacity rules above.

### Mode 2 — Sanctuary Covenant

**Cost:** 12,000 MP. **Radius:** 15 blocks; 22 with mastery. **Duration:** 15 seconds. **Cooldown:** 45 seconds.

**Normal:** Allies, including you, inside the stationary sanctuary take **25% less damage** and recover **1% of maximum HP and SHP each second**.

**Mastery:** Damage reduction becomes 35%, and healing becomes 2% per second. Protected allies also gain **50% resistance to supported hostile resource drain and theft**.

### Mode 3 — Divine Distribution

**Requires mastery. Cost:** 25,000 MP. **Initial range:** 24 blocks. **Duration:** 30 seconds. **Cooldown:** 90 seconds.

Link yourself and up to **five nearby allies** into a shared protection network. Links break beyond **48 blocks**, or when their participants no longer meet the link conditions.

The pool can absorb **20% of a participant's incoming damage** while its funding lasts. Its total capacity is **5% of the sum of participants' maximum MP**. Each participant can contribute at most **5% of their own maximum MP** during that network's lifetime. Absorption spends participants' real MP when damage arrives: **1 MP pays for 1 absorbed damage**. This is a funded shield, not free energy generated from maximum MP.

If enough pool capacity, contribution allowance, and real MP remain, the network can stop a lethal HP/SHP hit for a participant. Each character then has a separate **300-second rescue cooldown**. Divine protection is considered before Joy's Miracle; the same hit does not consume both rescues.

## 3. Chastity

**Heavenly Virtue of Chastity — opposite of Lust**  
**Role:** Holy offense and purification. Chastity combines resistance to foreign effects with targeted and area-based Holy damage.

### Passive — Pure Vessel

**Normal:** Supported ordinary negative effects, such as Poison, Infection, Corrosion, and Insanity, have **50% shorter duration**. Hostile MP/AP drain removes **30% less energy**.

**Mastery:** Duration reduction becomes 85%, and drain resistance becomes 60%. Supported ordinary Fear and mind-control effects also receive 85% duration resistance. Permanent, infinite, and protected special effects are not erased by this passive.

### Passive — Sacred Essence

**Normal:** Successful qualifying Physical attacks add **25 Holy Damage**, or **50 Holy Damage** against undead and supported spiritually vulnerable creatures.

**Mastery:** These values rise to **60 / 120 Holy Damage**. Each qualifying attack has a **20% chance** to shorten one eligible beneficial effect on the target by **25% of its remaining duration**, with at least **1 second** between successful weakening procs. Bonus hits cannot endlessly trigger themselves.

### Mode 1 — Purification

**Cost:** 4,000 MP. **Target range:** 15 blocks. **Cooldown:** 8 seconds.

**Normal:** Remove eligible negative effects from yourself or an aimed ally. If aimed at a valid enemy, shorten one removable positive buff by **50% of its remaining duration** instead.

**Mastery:** Also cleanse eligible allies within **10 blocks of you**. Each ally actually cleansed gains **20% damage reduction for 5 seconds**. Cleansing respects protected effects and skill seals; an attempt with nothing eligible to cleanse or weaken does not become a paid successful cast.

### Mode 2 — Sacred Lance

**Cost:** 8,000 MP. **Range:** 30 blocks. **Cooldown:** 12 seconds.

Fire an **instant Holy/Spiritual ray along your aim**. It stops at the first wall or unloaded-world boundary.

**Normal:** Hit one valid target for **250 Holy Damage + 150 Spiritual Damage**.

**Mastery:** Hit up to **three distinct targets along the same line**, each for **450 Holy Damage + 300 Spiritual Damage**. Multiple body parts of one creature count as one target. This is an instant skill ray, rather than a traveling projectile; native target permissions, barriers, and damage protections remain effective.

### Mode 3 — Immaculate Domain

**Requires mastery. Cost:** 30,000 MP. **Radius:** 18 blocks. **Duration:** 20 seconds. **Cooldown:** 90 seconds.

Create a stationary sacred region. Enemies in the initial burst receive **350 Holy Damage**, and enemies inside subsequently receive **35 Holy Damage each second**.

Allies inside gain **70% resistance** to supported ordinary negative/control-effect duration and hostile resource/life drain. The domain does not bypass Holy nullification or strip protected permanent and Ultimate effects.

## 4. Kindness

**Heavenly Virtue of Kindness — opposite of Envy**  
**Role:** Healing resonance and combat bonds. Kindness rewards fighting together while retaining a useful solo stance.

### Passive — Empathic Resonance

**Normal:** When an ally within **24 blocks** actually recovers HP, you receive healing equal to **25% of that amount**. When you recover HP, nearby allies receive **15% of the amount restored to you**.

**Mastery:** The incoming share becomes 40%, and the outgoing share becomes 25%. These same rates also apply to SHP healing. Shared healing cannot bounce endlessly between characters. If Soul Bond covers the same recipient, the higher applicable rate is used instead of paying both shares.

### Passive — Benevolent Will

**Normal:** Allies within **24 blocks** gain **10% increased damage**. When no ally is nearby, you instead gain **15% increased damage and 10% damage reduction**.

**Mastery:** The ally damage bonus becomes 20%, and your solo damage bonus becomes 25%. Solo protection remains 10%. The solo stance depends on being alone; it is not an extra personal bonus stacked onto the nearby-ally stance.

### Mode 1 — Soul Bond

**Cost:** 5,000 MP. **Initial range:** 24 blocks. **Duration:** 60 seconds. **Cooldown:** 15 seconds.

**Normal:** Link with one ally. Each partner receives **25% of the other's actual HP/SHP healing**. When one partner lands a qualifying attack, the other's next qualifying attack gains **15% damage**.

**Mastery:** Maintain up to **three ally links**. Healing sharing rises to 40%, and linked characters gain **15% increased MP/AP regeneration**.

A link breaks beyond **48 blocks**, on expiry, or when its participants are no longer alive, in the same dimension, or valid allies. You cannot create duplicate links to the same ally. The next-attack bonus is consumed by an eligible attack rather than becoming a permanent stacking buff.

### Mode 2 — Merciful Accord

**Cost:** 6,000 MP. **Range:** 18 blocks. **Duration:** 8 seconds; 15 with mastery. **Cooldown:** 25 seconds.

**Normal:** Pacify an ordinary hostile mob so it stops selecting attack targets. Players and bosses instead receive a **25% outgoing-damage penalty**; they are not immobilized.

**Mastery:** You and allies within **18 blocks** also gain **15% increased MP/AP regeneration** while the accord remains intact. Hurting the pacified target breaks the accord and its conditional regeneration benefit, so use it to create a genuine pause in combat.

### Mode 3 — Collective Miracle

**Requires mastery. Cost:** 25,000 MP. **Target range:** 20 blocks. **Protection duration:** 10 seconds. **Cooldown:** 80 seconds.

Strike one target for **500 Magic Damage**, adding **200 per currently bonded ally**, up to **1,100 Magic Damage**. One, two, and three valid ally links therefore produce 700, 900, and 1,100 base damage. The base attack can still work without an ally link.

After the attack, you and your valid bonded allies gain **25% damage reduction for 10 seconds**. The attack does not consume the bonds themselves.

## 5. Temperance

**Heavenly Virtue of Temperance — opposite of Gluttony**  
**Role:** Energy efficiency and sustained combat. Temperance conserves activation costs, resists hostile consumption, and recycles eligible spending into a limited reserve.

### Passive — Perfect Efficiency

**Normal:** Skill and Magic activation MP costs are reduced by **20%** after native cost calculation.

**Mastery:** MP reduction becomes 35%, and activation AP costs are reduced by 25%. Ultimate Skill activations receive half of these passive discounts: **17.5% MP and 12.5% AP** at mastery; the normal Ultimate MP discount is 10%.

Discounts do not reduce transferred Gift principal, Divine pool contributions, or Absolute Equilibrium's periodic upkeep.

### Passive — Controlled Metabolism

**Normal:** Increase MP/AP regeneration by **20%** and reduce supported hostile drain or predation energy loss by **35%**.

**Mastery:** Regeneration increases by 40%, and drain resistance becomes 65%. **10% of real MP actually paid for eligible activations** is captured as temporary MP.

The reserve uses the shared 30-second lifetime and 20% maximum-MP capacity. Spending reserve energy, paying upkeep, transferring Gift principal, and funding Divine protection do not produce more reserve energy.

### Mode 1 — Measured Flow

**Cost:** 6,000 MP. **Duration:** 30 seconds. **Cooldown:** 45 seconds. **Target:** Self.

**Normal:** Multiply MP/AP regeneration by **2** and gain **15% increased damage**.

**Mastery:** Regeneration is multiplied by **3**. Every **fifth successful qualifying attack** adds **200 Magic Damage**. The extra hit does not count as another trigger for an endless attack chain. The ordinary 15% damage bonus remains.

### Mode 2 — Abstinence Barrier

**Cost:** 10,000 MP. **Duration:** 12 seconds. **Cooldown:** 30 seconds. **Target:** Self.

**Normal:** Take **30% less damage**. Each point of hostile damage actually prevented by this barrier produces **0.25 temporary MP**, limited by your reserve capacity.

**Mastery:** Damage reduction becomes 50%, and supported hostile predation/consumption receives an additional **50% resistance**. Damage prevented by other protections is not credited to this barrier for energy generation.

### Mode 3 — Absolute Equilibrium

**Requires mastery. Activation cost:** None. **Upkeep:** 1,000 MP each second. **Duration:** Until switched off or unable to continue. **Reactivation cooldown:** 20 seconds after stopping. **Target:** Self.

Activate this mode to toggle a separate energy-balance state. While balance is intact:

- MP/AP regeneration increases by **75%**.
- Remaining activation MP cost receives an additional **25% discount**, with Temperance's combined MP discount capped at **50%**.
- Recover **1% of maximum HP and SHP each second**.
- Gain **80% resistance to supported hostile resource drain**.

An offensive activation that actually spends more than **20% of your maximum MP** disrupts balance for **5 seconds**. These benefits pause, but upkeep continues; balance resumes afterward if the state can still be maintained.

The 1,000-MP upkeep is not discounted and does not generate reserve cashback. Activate the mode again to stop it. You can turn it off even when reactivation is restricted, and it stops when upkeep cannot be paid. Turning off Temperance's passive effects is separate from turning off this active toggle.

## 6. Patience

**Heavenly Virtue of Patience — opposite of Wrath**  
**Role:** Tank and counterattacker. Patience becomes more dangerous as it survives real hostile attacks, then releases stored protection as retaliation.

### Passive — Unbreakable Resolve

**Normal:** A meaningful hostile hit grants one **Resolve** stack, at most once every **0.5 seconds**. Hold up to **5 stacks**. Each stack gives **4% damage reduction and 3% increased damage**, reaching 20% reduction and 15% damage at the normal limit.

After **10 seconds without hostile damage**, lose one stack every **2 seconds**.

**Mastery:** Hold up to **10 stacks**. Each provides **4% reduction and 4% increased damage**. Resolve's reduction is capped at 40%, and ten stacks give 40% increased damage. Decay begins after **20 seconds without damage**, then removes one stack every **4 seconds**.

### Passive — Calm Mind

**Normal:** Reduce supported ordinary Fear, Insanity, and Rampage harm/control contributions by **50%**. Resist **30% of eligible temporary attack-speed penalties**.

**Mastery:** Supported ordinary control effects also have **80% shorter duration**. Resolve's longer grace period and slower decay help you retain progress between attacks. This protection does not indiscriminately cancel every Ultimate control effect.

### Mode 1 — Stillness

**Cost:** 5,000 MP. **Duration:** 6 seconds; 8 with mastery. **Cooldown:** 20 seconds. **Target:** Self.

**Normal:** Take **40% less damage** and store the hostile damage specifically prevented by Stillness in a counterattack reserve, up to **600**.

**Mastery:** Reduction becomes 60%, and reserve capacity becomes 1,000. Stored counter damage expires after **20 seconds without a qualifying reserve refresh**. Other protections' blocked damage does not create additional Stillness reserve.

### Mode 2 — Retribution

**Cost:** 8,000 MP. **Range:** 15 blocks. **Cooldown:** 15 seconds. **Requirement:** A positive, unexpired Stillness reserve.

**Normal:** Consume the reserve to strike for its stored amount, with a minimum of **200** and a maximum of **600 Physical Damage**.

**Mastery:** The maximum total becomes **1,000 damage**, split into **65% Physical and 35% Spiritual**. At the limit, that is 650 Physical plus 350 Spiritual; the Spiritual portion is part of the total, not an additional 35% on top. A cast without a valid reserve is rejected.

### Mode 3 — End of Fury

**Requires mastery. Cost:** 25,000 MP. **Radius:** 15 blocks. **Self-buff duration:** 10 seconds. **Cooldown:** 60 seconds. **Requirement:** 10 Resolve stacks.

Consume all your Resolve and release an area counterattack for **750 Spiritual Damage + 350 Physical Damage** per valid enemy. Targets affected by Rampage receive **25% increased damage** from the burst.

For the next **10 seconds**, gain **30% damage reduction** and recover **2% of maximum HP and SHP each second**. This is a commitment: the attack uses your accumulated stacks instead of leaving their passive bonuses intact.

## 7. Diligence

**Heavenly Virtue of Diligence — opposite of Sloth**  
**Role:** Mobile fighter and momentum builder. Diligence rewards moving while landing attacks, rather than standing still or simply collecting kills.

### Passive — Relentless Effort

**Normal:** Successful qualifying attacks while voluntarily moving grant **Momentum**. Hold up to **10 stacks**, each giving **2% movement speed, 2% attack speed, and 2% increased damage**. At ten stacks, all three bonuses reach 20%.

**Mastery:** Hold up to **15 stacks**. Each gives **2% movement speed, 3% attack speed, and 2% increased damage**, reaching 30% movement speed, 45% attack speed, and 30% damage at the limit.

You can gain at most one stack every **0.5 seconds**, and at most one per **1 second against the same target**. After **5 seconds without qualifying movement**, lose one stack each second. Extra follow-up hits from the skill do not generate another Momentum or attack chain.

### Passive — Tireless Body

**Normal:** While moving, gain **15% increased MP/AP regeneration**. Supported Drowsiness, Slowness, and Weakness effects have **40% shorter duration**.

**Mastery:** Moving regeneration becomes 30%, and duration reduction becomes 75%. Newly assigned cooldowns of your **other Unique Skills** are shortened by **10%**. This does not shorten Diligence's own cooldowns or repeatedly accelerate a cooldown that is already counting down.

### Mode 1 — Unrelenting Stride

**Cost:** 2,000 MP + 300 AP. **Travel distance:** Up to 14 blocks; 22 with mastery. **Travel time:** 0.3 seconds. **Cooldown:** 10 seconds; 5 with mastery.

**Normal:** Dash forward along the horizontal direction of your view. Valid targets crossed along the path receive **200 Physical Damage**, once each.

**Mastery:** Path damage becomes **350 Physical Damage**. With **at least 10 Momentum**, add **100 Spiritual Damage** to qualifying hits.

Walls, body collisions, unloaded terrain, world boundaries, and native movement restrictions can shorten or stop the dash. Looking downward does not make it burrow into the floor. The listed distance is the maximum for a clear, valid path.

### Mode 2 — Perfect Execution

**Cost:** 10,000 MP. **Duration:** 12 seconds; 18 with mastery. **Cooldown:** 40 seconds. **Target:** Self.

**Normal:** Gain **40% increased attack speed and 25% increased damage**. The movement penalty from supported native skill casting is reduced by **50%**.

**Mastery:** Damage bonus becomes 40%, and Momentum decay is completely suppressed (**100%**) while Perfect Execution is active. The attack-speed bonus remains 40%. It strengthens your attacks and casting mobility; it does not perform an automatic attack or grant stacks merely for activating it.

### Mode 3 — Thousandfold Endeavor

**Requires mastery. Cost:** 25,000 MP + 1,000 AP. **Target range:** 20 blocks. **Sequence duration:** 3 seconds. **Cooldown:** 45 seconds.

Launch **six successive strikes**, each dealing **150 Magic Damage**, followed by a finisher dealing **100–450 Spiritual Damage** according to your current Momentum.

You can move during the sequence. Remaining strikes can miss if the target escapes range, breaks line of sight, dies, or otherwise becomes invalid. Follow-up strikes do not farm additional Momentum or recursively create more sequences. Positioning and pursuit matter; activating the ability does not guarantee every hit.

## 8. Joy

**Ancient Heavenly Virtue of Joy — opposite of Melancholy/Sadness**  
**Role:** Life preservation and hope. Joy sustains physical and spiritual health and, after mastery, offers an automatic last chance against eligible lethal damage.

### Passive — Unbroken Spirit

**Normal:** Reduce supported ordinary Fear, Insanity, and Drowsiness-related harm by **60%**, and shorten their ordinary effect durations by **60%**. When HP or SHP drops below **30% of its maximum**, gain **25% damage reduction for 10 seconds**.

**Mastery:** Duration reduction becomes 90%, and the low-health protection becomes 40%. The special-harm reduction remains 60%.

Low-health protection has a **60-second cooldown**. You must also recover above the low-health threshold before it can trigger again; remaining permanently below 30% does not continuously refresh the protection.

### Passive — Radiant Existence

**Normal:** Recover **0.5% of maximum HP and SHP each second** and gain **15% increased MP regeneration**.

**Mastery:** Personal healing becomes **1.5% per second**, and MP regeneration increases by 30%. Allies within **24 blocks** receive half of these mastered benefits: **0.75% maximum HP/SHP healing each second and 15% increased MP regeneration**. This passive does not grant an AP-regeneration bonus.

### Mode 1 — Dawn's Embrace

**Cost:** 8,000 MP. **Radius:** 16 blocks; 24 with mastery. **Damage-buff duration:** 15 seconds. **Cooldown:** 30 seconds.

**Normal:** Heal yourself and valid allies for **20% of maximum HP and 10% of maximum SHP**. Reduce supported ordinary Fear and Insanity by **one effect level**, removing a one-level effect entirely. Recipients gain **20% increased damage for 15 seconds**.

**Mastery:** Heal **35% of maximum HP and 25% of maximum SHP** and cleanse eligible ordinary negative effects. The 20% damage bonus and 15-second duration remain.

### Mode 2 — Light of Celebration

**Cost:** 12,000 MP. **Radius:** 20 blocks. **Ally-buff duration:** 10 seconds. **Cooldown:** 20 seconds.

**Normal:** Release a wave dealing **400 Holy Damage** to valid enemies. You and valid allies gain **15% movement speed and 15% increased damage for 10 seconds**.

**Mastery:** Enemy damage becomes **700 Holy Damage**, and the ally damage bonus becomes **25%**. The movement-speed bonus remains 15%.

### Mastery passive — Miracle of Existence

**Requires mastery and enabled Joy passives. Cost:** None. **Cooldown:** 600 seconds (10 minutes). **Post-rescue protection:** 5 seconds. **Ally-healing radius:** 20 blocks.

This ability is **automatic**, with no third active mode to select. When an eligible lethal HP/SHP event reaches Joy and another death-prevention ability has not already saved you:

- Restore your HP and SHP to **30% of their maximum values**.
- Remove eligible ordinary negative effects.
- Gain **70% damage reduction for 5 seconds**.
- Heal nearby allies for **20% of their maximum HP and SHP**.

Divine Distribution is checked first. A single lethal hit does not spend several rescue abilities together. The cooldown belongs to the character and survives relogging or removing and reacquiring Joy. Forced or otherwise unpreventable special death paths, such as `/kill`, are not guaranteed to be stopped.

## 9. Modesty

**Ancient Heavenly Virtue of Modesty — opposite of Vainglory**  
**Role:** Concealment, perception, and resistance to identity theft. Modesty uses Tensura's native sensing levels rather than granting unconditional invisibility or universal detection.

### Passive — Concealed Existence

**Normal:** Gain **Presence Concealment level 1**. Ordinary mobs' effective distance for acquiring you as a target is reduced by **50%**.

**Mastery:** Concealment becomes **level 2**. The ordinary-mob distance reduction remains 50%. Stronger sensing, special boss rules, and superior native detection can still reveal you.

### Passive — True Identity

**Normal:** Contribute **Presence Sense level 1 and Analysis level 1** within **15 blocks**, helping you perceive and analyze supported hidden or misleading presences.

**Mastery:** Range becomes **30 blocks**, with **Sense level 2 and Analysis level 2**. Higher concealment still matters; this ability does not automatically expose every hidden entity or override superior detection protections.

### Mode 1 — Veil of Humbleness

**Cost:** 6,000 MP. **Duration:** 20 seconds. **Cooldown:** 30 seconds. **Target:** Self.

**Normal:** Gain **concealment level 2** and strongly reduce ordinary hostile target acquisition. Making a qualifying attack ends the active veil; your separately enabled passive concealment remains.

**Mastery:** Gain **concealment level 3 and 25% increased movement speed**. Attacking weakens the active concealment to **level 1 for 3 seconds** instead of ending the whole veil. Full strength then returns if the original 20-second duration has not expired. Superior sensing can still defeat the concealment.

### Mode 2 — Shattered Mask

**Cost:** 9,000 MP. **Range:** 15 blocks. **Debuff duration:** 8 seconds; 12 with mastery. **Cooldown:** 15 seconds.

**Normal:** Deal **250 Magic Damage**, remove supported removable illusion effects, and suppress **50% of eligible temporary attack bonuses**. Reduce the target's **extra critical-damage bonus by 30%** for the debuff's duration. The reduction applies to the extra critical multiplier, not to the entire ordinary hit.

**Mastery:** Deal **450 Magic Damage** and jump to up to **two additional distinct enemies within 8 blocks of the original target**. Protected illusions and permanent upgrades are not automatically removed.

### Mode 3 — Nameless Existence

**Requires mastery. Cost:** 20,000 MP. **Duration:** Up to 15 seconds. **Cooldown:** 60 seconds. **Target:** Self.

Gain **concealment level 3** and **80% resistance to supported hostile ability-copying and skill-theft attempts** while the state lasts.

Your first qualifying hostile attack adds **700 Spiritual Damage**, then ends the enhanced Nameless Existence state. Ordinary passive Modesty benefits remain if enabled. The bonus still faces Spiritual resistance and nullification, and superior boss/player detection can still overcome the concealment.