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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.”

Comments

ManguKing

So how do you plan to rewrite the death of George?

Johnstovall

George will stay dead, apologies, but the plot point where Lily is risking herself to catch the assassin will chnage