Elf Empire 4, chapter 18 (Patreon)
Content
Chapter Eighteen: Return of the Not-Conquering Hero
Leo had made four levels in the ten days he had been doing the gifting quest—an absolutely insane amount of growth for the time frame. The last time he could remember leveling that quickly was his first trip through the ruins of Calasti, when he had made six in three days.
He pulled up his status chart and checked, noting that he had gained an occult and two survival skills, but not athletics or combat skills, which surprised him. He supposed that they were very high already, but he was a bit disappointed regardless.
Leo placed his eight leveling stats before picking skills—two each into Strength, Agility, Toughness, and Capacity to increase his damage, dodge, Health, and Essence.
Then he picked his Level Eighteen ability—Mind affinity, rank III. He had been originally intending to pick inertial armor, rank II, but his recent solid increases in Health made Leo feel that another general quality and damage increase both would be preferred.
For nineteen he took the Soul of Magic III to raise his magic to a twenty-eight. If he got it to a thirty, his maximum affinity would go up to five in Mind, and if he took another affinity rank, he would have a reduced mana cost of all telekinesis by forty percent, and increased damage also of forty percent—which would be fantastic. The very next level he could, theoretically, raise it to fifty percent for both.
Then he watched Level Twenty propagate new abilities. He had Five abilities he could pick this level—one from any, one from any except his Metal magic, and then one each in the Being magics from his learner skills—Body, Mind, and Soul. He was really looking forward to some amazing abilities—new things like the inertial weapon skill had become available at ten—what would twenty bring?
Right off the bat, he saw amazing abilities. It took him a few minutes, but he culled his huge list to powers he might seriously take.
Body
Brutal Reaction
Spend 2 essence and 2 stamina. Gain brief speed, doubling physical movement rates, including attack, for 6 seconds.
Perfected Grit*
-50% stamina use, x2 health and stamina recovery rate, -10% aging rate, immune to non-magical disease, poison, and pollution. +4 Toughness check against magical disease, poison, and pollution
Mind
Telekinetic Flight*
May always fly telekinetically at a base 15 miles per hour. (current 54.7 (15 x 1.72(magic) x 1.36(occult) x1.3(mind affinity x 1.2(telekinetic mastery)). Costless.
Telekinetic Sight*
See in a fifty foot modified all around sight by pushing out subtly with telekinesis. +20% accuracy, +20% dodge, may crit with telekinetic throws at +10% crit chance and +.5 crit modifier. Overcomes all invisibility. Costless.
Telekinetic Will*
+10% outside modifier to all telekinetic powers. This power counts toward creation of a “Mantle.”
Telekinesis, Rank V
Spend 3 (4 x.7 = 2.8 round) essence and move a single object, up to 51.3 pounds, up to 30 feet away per occult at speeds up to 75 miles per hour, modified for net damage change, controlling it for 6 seconds. If attacking, does 1-18 base damage. Damage, speed, and weight modified by magical and telekinesis altering abilities. (Current damage 4-66 (1-15 x1.72 (magic) x1.36 (Occult) x 1.3 (affinity) x1.2 occult telekinetic specialty)
Inertial Will*
You have stability and weight between 50% and 181% of your actual for purposes of the effect of force exerted upon or by you at all times. This counts toward generating a “Mantle.”
Inertial Armor, Rank II*
Gain 7 armor (7.3) (2 base x1.72 (magic) x1.36 (Occult) x1.2 (telekinesis specialty) x1.3 (Mind Affinity).
Inertial Weapon, Rank III*
Based on high Intelligence, the telekinesis ability, and cognitive learner, this unusual power modifies kinetic force. This adds 30% damage to kinetic attacks, modified to higher percentage damage by magic score. Currently 109% increase (.3 x1.72 (Magic) x1.36 (Occult) x1.2 (telekinetic occult specialty) x1.3 (Mind affinity))
Mind Affinity, Rank IV
+2 Mind affinity
Soul
Soul of Magic, Rank IV
+8 Magic Stat
Wrapped in Magic*
+3% to recovery rate and 2% to maximum essence per magic and per soul power or rank of soul power. +10% to both for every mantle granting power.
Wyld
Resilience, Rank I
Gain 2 health ((2.23 rounded down) 1 health x (1.36 occult) x 1.64 (Magic stat)) every ten minutes.
Aura of Growth, Rank II
+61% (20% base (20x 1.3 (Wyld affinity) x1.36 (occult) x1.72 (Magic stat)) agricultural modifier within 8 miles of the mage
Aura of the Herd, Rank II
+61% base (20% actual) (20x 1.3 (Wyld affinity) x1.36 (occult) x1.72 (Magic stat)) modifier to the gain provided by any magical animal benefits as well as growth of the animals in the same node or 8 miles, whichever is furthest. Adds +18% actual (6% base) to agricultural growth in general (worms, chickens, cows, etc.) within 8 miles.
Bestial Toughness, Rank I
+4 Toughness
Bestial Strength, Rank I
+4 Strength
Bestial Agility, Rank I
+4 Agility
Soul/Wyld
Will of the Mystic Land*
This power adds 61% to all magical resources generated by a node, and anyone born in the node has a base .6% increased chance for a positive perk focused on magic, and all experience gained is increased by 6.1%. +1 Maximum affinity for all magics. This counts toward generating a “Mantle”
It was almost impossible for Leo to decide which he wanted, even after culling the list down. He had three separate aura powers. A ton of powers in Mind based around telekinesis and inertial powers he wanted. Base increases to useful stats… just a lot of things.
What made him the most curious, however, were the “Mantle” powers—and what a mantle was.
Leo needed to decide, however—so he broke it into smaller tasks.
Only two powers in Body appeared interesting, besides basic stat increases. He quickly settled on Brutal Reaction—moving twice as fast and attacking twice as fast was too good to pass up.
In Soul, increased magic stat, the wrapped in magic power, and the aura were his options. The Aura added the maximum affinity, as well as being an aura for his realm, so he took that.
That left him with three that were harder to pick—because all could be used among the multiple telekinesis and inertial options, and all but one pick on auras as well.
He had to decide, and he decided on an odder set of powers that would expand his capabilities and options—he would take the remaining auras and the upgrades over his next few levels. He took Telekinetic sight and flight and then took inertial will.
Leonard Emmanuel Evans
Level Sixteen
Body, Mind, Soul, Wyld, Metal
Health
71
Stamina
30
Essence
68
Level Stats
Strength
20(24)
360 base pound-lifting capacity, +70% melee damage, +42% running speed, +2 check to athletics [Items raise to 26, 390 pounds, +80% melee damage, +48% running speed]
Agility
30(35)
-125% enemy hit chance, +125% hit chance with all weapons, +50% running speed, +.5 critical modifier
Dexterity
14(15)
+25% base success for crafting and physical skill success rate, 50% chance to raise base weapon damage roll by one step
Endurance
12(14)
+4 base Stamina, +40% Stamina Recovery Rate, +40% base Health Recovery Rate
Toughness
26(29)
+19 base Health, +95% base Health, +95% base Stamina, +9 to resist poison, disease, and physical status effects. (33 with items, +23 base health, +115% base Health, +115% base Stamina, +10 to resist poison, disease, and physical status effects)
Perception
16
+18% hit, +18% critical chance with ranged weapons. +30% chance to notice stealthed individuals. General increase in discovery rate.
Connection
24
+140% Essence recovery (58/day)
Capacity
26
+16 base Essence, +160% base essence
Appearance
14(16)
Notably handsome
Non-Level Stats
Intelligence
20
+100% skill acquisition rate, may gain rare and difficult skills.
Magic
28
+72% Magic Effects. +2 Maximum affinity.
Charisma
10
Luck
10
The Fates neither dislike nor care for you
Secondary Stats
Mind Affinity
3
-30% essence cost to all Mind abilities, +30% effect for all Mind abilities or +3 to the difficulty to resist.
Wyld Affinity
2
-20% essence cost to all Wyld abilities, +20% effect for all Wyld abilities or +2 to the difficulty to resist.
Birth Perks
Race: High Elf
-2 to Strength, Endurance, and Toughness stats base
+2 to Agility and Magic stats base
Increased chance for Being magics and Wyld magic. Gain an additional ability at Levels 2, 10, and every 10 thereafter from one of those magics if possessed.
Lifespan average of 400 years. Maximum of 3 perks positive and negative each, with standard chance of inheriting or acquiring at birth.
Rank: Natural
May obtain Level 80 without ascension, access to extremely rare or upgraded magical abilities.
Graceful Body
+4 Agility, +2 Dexterity, +4 Appearance
Predator
+4 Agility, +10% critical chance, +.5 critical modifier
Line of Stardew
+4 Magic, always start with Wyld, gain 1 additional Wyld ability at Level 2, Auras for Wyld are gained 10 levels earlier and this can exceed maximum level and may gain 2 higher maximum Wyld affinity.
*Genius
+10 Intelligence, increased magic ability access. May gain +2 maximum Mind affinity.
*Being Arcane
With the appropriate prerequisite abilities and stats, upon obtaining Level 30, may gain any or all of the Arcane abilities: Kinesthetic, Cognitive, or Empathetic.
*Aura Mastery
May gain auras as if 10 levels higher, including access to auras that are beyond maximum level once reached.
Acquired Perks
Bond to Ygg’drasil, First Rank
Ygg’drasil, the living mythical artifact crafted to connect the Kingdom of Averia directly to numerous dimensions. The magic swirling through you increases your power beyond reason—if you can handle it.
+1 Max all affinity. +4 Magic. +4 Capacity. +10 Connection. If Arcane, gain Travel Magic. +50% Experience required to level.
Priest of Asnandi
Tied to the Sea of Chaos: Your soul is able to more easily draw in magical power from the source of all magic. +2 Connection, +2 Capacity, +100% essence recovery rate
Asnandi’s Shift: May spend 2 essence to move up to 5 feet per point of occult. If part of an attack, +50% to accuracy. If part of a dodge, +50% to dodge.
Power of the Multiverse: +10% experience gain per dimensional access directly tied to the priest’s soul.
Ghost Wolf Pact
All elves who claim allegiance to you may bond with ghost wolves, regardless of ghost wolf level. As the magical repository of this skill, you gain a fraction of the power of Freyvir, Kami of the Ghost Wolves, as your own. +1 Wyld affinity. +2 Strength, +2 Agility, +2 Perception. All bonuses to ghost wolf animal companions are doubled for you. +5% experience total required to level.
Sun Eagle Pact
All elves who claim allegiance to you may bond with sun eagles, regardless of sun eagle level. As the magical repository of this pact, you gain a fraction of the power of Zaxis, Progenitor of the Sun Eagles, as your own. +1 Wyld affinity. +2 Agility, +2 Endurance, +2 Perception. All bonuses to sun eagle animal companions are doubled for you. +5% experience total required to level.
Sky Lynx Pact
All elves who claim allegiance to you may bond with sky lynx, regardless of sky lynx level. As the magical repository of this skill, you gain a fraction of the power of Zurita, Progenitor of the Sky Lynx, as your own. +1 Air affinity. +2 Agility, +2 Dexterity, +2 Perception. All bonuses to sky lynx animal companions are doubled for you. +5% experience total required to level.
Athletic Tier-2
The huge amount of time you spend working out and training has paid off. +20% effective rank to Strength, Agility, and Endurance, round down. +10% to Dexterity and Toughness, round down. +15% to appearance, round to closest.
Skills
Level
Effect
Administration
14
-7% to realm administration costs, -28% to business costs
Level 10 Skill: Do it yourself: +1% to all realm business and per capita income
Athletics
20
+60% to run speed, +20 to check to climb or avoid obstacles
Level 10 Special Skill: Burst Fighter: For up to 6 minutes, all stamina expenditures are halved.
Level 20 Special Skill: Air Fighting: No penalties to fighting while leaping or falling. This ability is unavailable if Agility is ever below 20.
Business
7
+35% to expected income, and -7% to expected costs, for operating any business
Dodge
18
+54% to dodge incoming attacks.
Level 10 Special Skill: Slip from the Crowd: First additional person attacking you after the first imposes no additional penalties.
Instruction
10
+5% increase in learning rate of someone learning from you per point of difference in your skills
Level Ten Special Skill: Calculated Delegator: +2% to learning rate of all people working on a project with you on the subject matter of the project.
Imbuing
8
Formal knowledge of imbuing, may create tier-advanced lesser rituals.
Leadership
15
People consider you to have 30% more status than you do, and if they are followers, are willing to accept conditions 15% worse than baseline without complaint.
Level 10 Special Skill: Visible Tryhard. When in a leadership position, all under your authority work harder, motivated by the example of your 18-hour days. +1% per capita income or business income.
Light Armor
12
+24% defense added from light armor, no penalty to accuracy and dodge from light armor.
Level 10 Special Skill: Like the wind: No penalty to hit and accuracy while wearing light armor.
Melee Weapons
1
+1% to hit and damage with any handheld weapon
Mixed Arts Fighting
13
+26% to hit and damage with fists, +13% to dodge, +6 to trip, pin, or incapacitate and avoid the same.
Level 10 Special Skill: All the Weapons: In any ‘lock,’ may deliver an unarmed blow as an additional attack at no penalty.
Natural Sciences
19
Extremely detailed understanding of the non-magical components of the world and how they work.
Occult
18
You can sense magic that is not concealed that is connected to you, whose area of effect you are in, or that is within 10 feet of you. Your magic powers have 36% greater effect. You can sense the purpose of simple magic and vaguely discern more complicated magic.
Level 10 Special Skill: Telekinetic Mastery. +20% accuracy and damage with Telekinetic skills
Research
9
+18% base rate to discover information in archives, +18% to daily chance to discover something new while researching, modifying Intelligence rate
Ride
6
+30% to stay on mount, and -12% penalties to accuracy and dodge from being mounted. +6% damage with all mounted melee attacks
Seduction
2
People find your attempts to seduce them 4% more favorable than baseline, compared to what they are looking for
Shield
12
+36% block with shield, +12% accuracy and damage to shield bash
Level 10 Special Skill: Bonk!: Any critical with a shield attack also has also forces a Toughness check for knockout at a negative equal to % of life lost over 10, rounded up.
Stealth
8
-40% enemy chance to detect
Survival
9
+27% hunting and foraging
Small Blades
2
+8% to hit and parry, +4% to damage, and +4% critical chance with small blades
Sword
18
+54% to hit and parry, +54% damage with swords
Level 10 Special Skill: Assisted Throw: Half accuracy penalties and +20% damage when using bladed weapons and telekinesis as a combined attack.
Abilities
Effect
Body
Kinesthetic Learner*
+1 Body ability at Level 20, and every 10 Levels thereafter. +20% to occult skill gain rate.
Brutal Reaction
Spend 2 essence and 2 stamina. Gain brief speed, doubling physical movement rates, including attack, for 6 seconds.
Sleepless
Only require 2 hours of sleep per night
Mind
Cognitive Learner*
+1 Mind ability at Level 10, and every 10 Levels thereafter. +20% to occult skill gain rate.
Analyze
Spend 1 essence and gain a basic readout of any creature or item that does not possess anti-divination magic. Gain knowledge of basic Health, Stamina, Essence, and rough capabilities and weaknesses.
Telekinesis, Rank IV
Spend 3 (4 x.8 = 3.2 round) essence and move a single object, up to 37.9 pounds, up to 30 feet away per occult at speeds up to 65 miles per hour, modified for net damage change, controlling it for 6 seconds. If attacking, does 1-10 base damage. Damage, speed, and weight modified by magical and telekinesis altering abilities. (Current damage 3-32 (1-10 x1.64 (magic) x1.34 (Occult) x 1.2 (affinity) x1.2 occult telekinetic specialty)
Telekinetic Flight*
May always fly telekinetically at a base 15 miles per hour. (current 54.7 (15 x 1.72(magic) x 1.36(occult) x1.3(mind affinity x 1.2(telekinetic mastery)). Costless.
Telekinetic Sight*
See in a fifty foot modified all around sight by pushing out subtly with telekinesis. +20% accuracy, +20% dodge, may crit with telekinetic throws at +10% crit chance and +.5 crit modifier. Overcomes all invisibility. Costless.
Inertial Will*
You have stability and weight between 50% and 181% of your actual for purposes of the effect of force exerted upon or by you at all times. This counts toward generating a “Mantle.”
Inertial Weapon, Rank II*
Based on high Intelligence, the telekinesis ability, and cognitive learner, this unusual power modifies kinetic force. This adds 10% damage to kinetic attacks, modified to higher percentage damage by magic score. Currently 63% increase (.2 x1.64 (Magic) x1.34 (Occult) x1.2 (telekinetic occult specialty) x1.2 (Mind affinity))
Inertial Armor, Rank I*
Gain 1 armor (2.27) (1 base x1.32 (magic) x1.3 (Occult) x1.2 (telekinesis specialty) x1.1 (Mind Affinity).
Mind Affinity, Rank III
+3 Mind affinity
Soul
Empathetic Learner*
+1 Soul ability at Level 10, and every 10 Levels thereafter. +20% to occult skill gain rate.
Soul of Magic, Rank II
+4 Magic Stat
Wyld
Animal Companion, Rank I
May have 1 animal companion. It gains +2 to all physical stats.
Aura of Growth, Rank I
+10% base (29% actual (10x1.3 (Wyld affinity) x1.34 (occult) x1.64 (Magic stat) agricultural modifier within 5 miles of the mage
Aura of the Herd, Rank I
+10% base (29% actual) (10x1.3 (Wyld affinity) x1.34 (occult) x1.64 (Magic stat) modifier to the gain provided by any magical animal benefits as well as growth of the animals. Adds +3% base (9% actual) to agricultural growth in general (worms, chickens, cows, etc.)
Bestial Toughness, Rank I
+4 Toughness
Metal
Soul/Wyld
Will of the Mystic Land*
This power adds 61% to all magical resources generated by a node, and anyone born in the node has a base .6% increased chance for a positive perk focused on magic, and all experience gained is increased by 6.1%. +1 Maximum affinity for all magics. This counts toward generating a “Mantle”
The effects were immediate. Leo fell over, briefly stunned, as he gained a new sense, almost impossible for him to describe—neither English nor Middle Averian truly had the words for it. The vloest he could come was imagining bat sonar—he was constantly pushing out with his magic, and where it hit, he saw. But he didn’t just see edges, he also saw mass and movement. All the time, effortlessly, for almost two hundred feet around him.
It was mind-blowing.
“We ready?” Hugh asked, as Leo stood.
Leo rose into the air like he was freaking Magneto. “Yes—let’s get back and see what we can do to stave off the end.”