A/N: for readers of my other two quests 'Going for a Walk' and 'Adventurer Quest', I am not...
User | Total |
---|---|
Kolarthecool | 9 |
Weapon said:Cross Sword | Durability: 88%
A specially designed weapon for use by Knights. It is able to withstand great amounts of strain.
Damage: 0.5 + Str.
Speed: Medium.
Low-grade Magic Crystal (3).
A special mineral primarily used as currency in the Magus World.
It can be used in a variety of other ways by those who know how.
Small Travel Pack (Full).
A small carrying bag full of a few sets of quality clothing, feminine hygiene products, office supplies and the odd knickknack.
Bladed Weapon Mastery (Passive) | Lv: 19 / 50.
A skill that improves your abilities while wielding a bladed weapon. Only applies while you are holding a bladed weapon or tool.
Increases crit chance by 19%
Increases attack speed by 38%
Increases damage by 57%
Bluff (Passive) | Lv: 25 / 50.
You know the value of deceit, of leading others astray so that you may benefit.
+25% chance to fool a target.
Byron Language Comprehension (Passive) | Lv: Max.
A measure of your understanding of the Byron Language. Grants a minor benefit to related skills.
100% understanding of Byron Language.
25% bonus to deciphering Runic Arrays, Spell Formula and Spell Models that use the Byron Language.
25% speed bonus to creating Runic Arrays, Spell Formula and Spell Models using the Byron Language.
Detect Bloodthirst (Passive) | Lv: 13 / 50.
You inspire a desire to maim and kill in others. Be wary.
Detects any desire to harm the user within 13 ft.
Reveals the source of danger.
Gamer's Body (Passive) | Lv: Max.
Your body is no longer that of an ordinary human.
+1 Vitality.
Gain Hp, Mp and Sp stats.
Hp, Mp and Sp can be recovered through the use of food, drink and sleep.
Removes the bodily need for food, drink and sleep.
Gamer's Mind (Passive) | Lv: Max.
Your mind is no longer that of the ordinary human.
Enforces a calm and peaceful state of mind at all times.
Grants an immunity to illusions and all psychological status effects.
Life Affinity (Passive) | Lv: 1 / 50.
You have a major affinity for the Element of Life. It clings to you like a warm blanket.
Allows the cultivation of [Life] type elemental particles.
Increases the effectiveness of [Life] type meditation techniques by 1%
[Life] type skills gain 1% bonus xp.
Meditation (Active) | Lv: 21 / 50.
A clear mind can do wonders for the soul. A skill that assists magic regeneration and allows access to the the Sea of Consciousness.
Increases Mp Regen by 84%
External shock may break meditation and cause you to fall into a state of confusion.
Natural Talent - Magic (Passive) | Lv: Max.
You have a natural talent for the arcane. Your ability to comprehend magic is far beyond that of your peers.
Spiritual Force stat gains double the value when trained.You have a base chance of 90% whenever advancing to another Magus rank.
Element Affinity skills gain double the value when trained.
+50% xp gain to all spells.
Observe (Active) | Lv: 15 / 50.
With but a single glance, you are able to ferret out information about a target.
Reveals a variety of detailed information about the target.Cost: 5 mp.
Running (Passive) | Lv: 30 / 50.
You are accustomed to running… away from trouble.
+0.3 Agility.
+30% movement speed when fleeing from an enemy.
Speed Reading (Passive) | Lv: 37 / 50.
A skill that allows you to more quickly read and comprehend information.
Affects your perception of time.
Cannot be used while in combat.
+148% increase to reading speed.
Soul Affinity (Passive) Lv: 1 / 50.
You have a minor affinity for the Element of Soul. It is drawn to you like a moth to a flame.
Allows the cultivation of [Soul] type elemental particles.
Increases the effectiveness of [Soul] type meditation techniques by 0.5%
[Soul] type skills gain 0.5% bonus xp.
Steal (Active) | Lv: 20 / 50.
You have learned to take what you want and damn the consequences.
+20% chance to successfully steal a random item from the target and place it in your Inventory.Cost: 3 mp.
Requires physical contact with the target.
Two-handed Weapon Mastery (Passive) | Lv: 18 / 50.
A skill that improves your abilities while wielding a weapon with both hands. Only applies while both hands are holding the same weapon or tool.
Increases crit chance by 18%
Increases attack speed by 36%
Increases damage by 54%
Void Blade Breathing Technique (Active) | Lv: 21 / 50.
A skill capable of elevating the user to the rank of Grand Knight. Allows use of Void Blade techniques.
+0.02 Str so long as Str stat is below 8.00 points.Can only be used once every 4 hours.
+0.02 Agi so long as Agi stat is below 8.00 points.
+0.02 Vit so long as Vit stat is below 8.00 points.
+2 Life Force so long as Life Force stat is below 100.
Void Blade Foot Technique (Passive/Active) | Lv: 19 / 50.
A method of quick and efficient movement for users of Void Blade techniques. Skill effects can be affected, both positively and negatively, by your status or reflexes.
Passively increases movement speed by 19%
Increases movement speed by 69% while active.
Increases movement speed by 38% for 3s when [Detect Bloodthirst] is triggered.
Void Blade Mastery (Passive) | Lv: 19 / 50.
A measure of your skill with Void Blade techniques.
Increases damage of Void Blade techniques by 38%
Increases damage with Cross Swords by 19%
Increases attack speed with Cross Swords by 19%
Void Spear (Active) | Lv: 1 / 50.
By focusing your negative energy into a weapon and performing a jabbing motion, you launch forth beams of corrosive energy.
Damage: 1 | No. of beams: 1 | Range: 10 ft | Cost: 45 Sp.
50% chance of the beam penetrating a target.
High chance to disintegrate all matter within 1 cm of the beam.
@Kolarthecool you didn't mention the talent level of the scholar. what is it?[][backstory] The Lowborn Scholar: you are but the child of a lowly merchant family, yet your appetite for knowledge is voracious. Your talent for magic is adequate but combined with your thirst for knowledge, you have the potential to become something truly... terrifying.
That is a pretty nifty thing to have with how important knowledge is.
Cool, btw if I am not mistaken a sayajin should also have these powers:Pros
Passively grants:
Enhanced reflexes and senses.
Triples your base Life Force.
+1.5 to base Strength, Agility and Vitality.
All stats gain a substantial increases after recovering from near fatal injuries.Can use Spiritual Force stat to perform Ki techniques.
Can later gain and utilize all Super Saiyan and Oozaru transformations.
So... start a clan, then harvest the eyes of one of your children for the upgrade?The Eternal Mangekyo: hard - will require a spare pair of Mangekyo eyes.
This seems like the only power on the list that is not inheritable.
Robed not roped*Roped Figures: the figures in black robes are Knights, the white robes are Acolytes and Magi. They have been assigned to collecting and protecting new students for the academy.
I just realized, this would let us cheat like CRAZY in crafting. To the point where we can basically just print money. our only real limitation would be to not out ourselves as having a cheat and getting our eyes harvested.The ability to copy any action you witness (especially spells and magical acts).
I love the concept of this quest
@Kolarthecool you didn't mention the talent level of the scholar. what is it?
That is a pretty nifty thing to have with how important knowledge is.
A sayajin should also have these powers:
1. Healing for injuries that didn't kill you makes you more powerful
2. A low level telepathy forming a collective subconscious with other of your race (or half humans) which allows to rapidly figure out things that they grasped as well (this is why once Goku figured out SSJ everyone else became SSJ so quickly as well; they downloaded it from his mind subconsciously)
Amusingly enough, many people assume that sayajin human hybrids are stronger than pure sayajin because of how easily they went SSJ, but author explained it was actually the telepathy thing
So... start a clan, then harvest the eyes of one of your children for the upgrade?
I guess instead of killing them ourselves we can make them wear a magic item that will auto preserve the corpse in case of death and wait until one of them dies naturally...
Of course, better make sure not to get harvested yourself... And the emotional drawback thing here might make things a bit harder
This seems like the only power on the list that is not inheritable.
Robed not roped
I just realized, this would let us cheat like CRAZY in crafting. To the point where we can basically just print money. our only real limitation would be to not out ourselves as having a cheat and getting our eyes harvested.
Interestingly the orphan + gamer combo that people are voting for is good because while the extra attention we would have would be dangerous, the fact we have T5 talent would actually mitigate somewhat suspicion at our advancement rate, and our life experiences should teach us the value of keeping silent about this
Fair enough, but it is an interesting incentive to start a large clan. very different gameplay i think.There is a mention that you gain a substantial stat boost from surviving near fatal injuries. Totally did not know about Saiyan telepathy though (other than Goku's bullshit memory scan of Krillain on Namek), that's pretty cool. It won't really come into play unless you make more Saiyans though.
Eh, I honestly would rather it not be inheritable by default. Maybe with some self research or reaching a high enough rank?His version of the Gamer has no party mode but I can make it inheritable if you guys want. The odds of it passing on as is will be low but your descendants can still get minor aspects of it as natual advantages.
I thought every official magus advances by 20. That is actually the cutoff point above which you cannot advance to official magus and get stuck as an acolyte for the rest of your life (at least in the starting zone. warlocks are different, as are the twilight zone and central continent since those places freely use high grade meditation technique)The synergy is certainly good but you will still have to hold back or hide a lot of tour progress. What a Grade 5 can do is nothing compared to a Gamer. A Grade 5 advancing to official Magus status before ages 25 to 30 is a prodigy. A Gamer can easily do it in half the time.
Thanks for clarifying. Can you add that to its description in the first post?The Scholar has an adequate grade, this equates to a 4. 50% base chance to advance to official Magus.
You know, I am having trouble actually finding a reliable citation on the whole saiyajin telepathy thing.There is a mention that you gain a substantial stat boost from surviving near fatal injuries. Totally did not know about Saiyan telepathy though (other than Goku's bullshit memory scan of Krillain on Namek), that's pretty cool. It won't really come into play unless you make more Saiyans though.
Fair enough, but it is an interesting incentive to start a large clan. very different gameplay i think.
Eh, I honestly would rather it not be inheritable by default. Maybe with some self research or reaching a high enough rank?
I thought every official magus advances by 20. That is actually the cutoff point above which you cannot advance to official magus and get stuck as an acolyte for the rest of your life (at least in the starting zone. warlocks are different, as are the twilight zone and central continent since those places freely use high grade meditation technique)
And yea, definitely gotta hide our progress with that combo
Thanks for clarifying. Can you add that to its description in the first post?
You know, I am having trouble actually finding a reliable citation on the whole saiyajin telepathy thing.
Some people told me that before from allegedly some japanese only source of author comments but I can't readily find the source. So in retrospect please take it with a grain of salt
the heal stronger thing though was actually abused by vegetta in character when he had intentionally bullied johan into nearly killing him and then got a magic heal for a powerup
I hope the saiyan and gamer powers remove the need for the water and the contract to advance to a real magus
Them i am changing my vote
Because he was only talent 3. which meant he had only 10% chance of reach official magus (aka, meeting the prerequisites before 20)Leylin making Rank 3 Acolyte before 20 was kind of a big deal in the main fic.
There was some contradictory statements there. translation issuesHitting Magus around 30 was a milestone that even he set for himself.
Grimwater burns lifespan to breakthrough, if you are over 20 it is very difficult to breakthrough (and thus extend lifespan) before dying. the older you are, the harder. breaking through with grimewater at 60 should be impossibleI think most can still manage it in their late 60s and consider it an achievement. Dont quote me on that though.
Oh yea, a lot of species have a "body breakthrough".Saiyan can let you breakthrough on sheer power alone. After all, your Spiritual Force can only go so high before you cant be considered an Acolyte anymore.
do you mean spells? or magical particle types? or meditation techniques?
That could be a problem, since apprentices use a simplified version of a meditation technique, and presumably it will evolve to the high grade version of the same technique. The problem here is that this technique might not be suitable for us and changing it after you become an official magus is problematic. only apprentices can safely change out their meditation techniqueGamer allows you to level and improve skills by using them constantly, you can totally unlock an Advanced meditation skill simply by using the Elementary version a lot.
From what a can remember you have : Space magic(Portals to other worlds, pocket dimensions), Runes(Base to all magic ? ), Time magic( Literaly seeing the future ),Soul Magic(MC traps people souls all the time to harvest information or to power itens), contract magic?, all kinds of affinites(plant, earth,fire,dark,light,water,wind,poison etc) that you can mix and match like the MC does with his corrosive fireball (fire and dark) if you have more than one.
Because he was only talent 3. which meant he had only 10% chance of reach official magus (aka, meeting the prerequisites before 20)
There was some contradictory statements there. translation issues
Grimwater burns lifespan to breakthrough, if you are over 20 it is very difficult to breakthrough (and thus extend lifespan) before dying. the older you are, the harder. breaking through with grimewater at 60 should be impossible
Of course you can change it for your quest if you want, I am only arguing about WMW
Oh yea, a lot of species have a "body breakthrough".
do you mean spells? or magical particle types? or meditation techniques?
There are ancient curses which are really bizarre, alchemy, enchanting, life (create a genie), clones, transformation that mainly revolve around merging with things either permanently or temporarily like how that friend of leylin merged with the green giant to become a mini hulk or how that enemy merged with metal slime. There are warlocks, bio boosters, branded swordsmen, elemental bards
That could be a problem, since apprentices use a simplified version of a meditation technique, and presumably it will evolve to the high grade version of the same technique. The problem here is that this technique might not be suitable for us and changing it after you become an official magus is problematic. only apprentices can safely change out their meditation technique
On the other hand, if we choose our school wisely then there is a good chance whatever meditation technique we end up with will match our elementary particle type
Well, if they took some sort of potion that restored their life force, then they could breakthrough old.I'll double check the info on breaking through to Magus before everything is settled. It's still a ways off in the quest so not a big issue. I do remember that the younger you are, the better your chances. Though I think some can still make it at advanced ages if they use potions or materials to help.
Oh, that makes sense.Yeah, but as a Gamer would you really have to worry about that? What I was thinking is that once you master the Elementary Meditation Technique (which I'm considering to be a generalized meditation technique not one focused on a certain path like those of the Twilight World), you get an option to choose how it advances from a list based on what element you choose and what type of magic you focus on. This way, you the voters get to pick what path you walk. The only way you would have to worry about it is if you went the Bloodline Warlock route and then needed a specific meditation technique to advance.