(A.n: i made a mana formula for how much mana a person can control at once:{Control stat=C density stat=D purity stat=P controlable mana=CM}
{×100}C ÷ {×1}D × {×1}P = CM)
(I also might not be able to update this fic as regularly for this month)
After some time of roaming around to find one of the crimson caves i was attacked by a few fleshy creatures and when i killed them i tried taking a bite from them but it was horrendous and i almost puked it out the moment i tasted it but eventually i managed to swallow it and a few notifications appeared.
[It is advised to throw up and get rid of the flesh you ate because it will slowly mutate you]
[Warning! You cannot turn into a creature that has been drastically warped beyond return without loosing your mind partially or fully!]
Looking at this i just cut my belly open and with my hands i pierce my stomach and take out everything inside.
Why did i not just throw up? Well i have a feeling like a small piece of the flesh would stay inside me.
[Skill regular intuition leveled up]
Nice.
After it was about 2pm i finally came across a crimson cave and looking at it some of the fleshy creatures walking in and out of the cave i see that they somewhat remind me of centaurs from fallout but more distorted.
Walking there while killing the creatures i make my way down i see that the amount of red mist/fog is increasing but i ignore it for now and continue until i end up in a giant room about the size of a baseball field.
Looking around i see a lot of those monstrosities and a few bright red orbs floating high in the air almost touching the ceiling and they seem to drip a drop of blood that is collected on the bottom of this room and the liquid seems to be about 5cm deep and seems to be slowly turning into gas.
I observe it and then the small lake of the red liquid.
[Crimson orb
This orb takes in most forms of energy and turns it into crimson energy and the orb uses this energy to create crimson extract. This item seems to be enchanted to alert something when the orb gets destroyed. Super rare]
[Crimson extract
This extract has high amounts of negative energy and can turn creatures into abominations. Rare]
Looking down into the small pool of liquid and hundreds of creatures walking down there i smirk as i put two electrical discharge spells (800mp each) into my ring and wait a bit for my mp to max out and create yet another electric discharge spell with all the mana i can control (945mp) and i keep it in my hand ready.
Quickly i climb down and stand on a small part of the floor that's above the liquid.
The monsters start to notice me and try to go towards me but before anything like that happens i put my hands slightly above the crimson extract and let of the two spells into the liquid.
Almost instantly a large amount of electricity is spread tghourgh out the liquid giving it a brilliant bright red glow.
The monsters all around me start to emit some smoke from their bodies as they start to spasm out of control and soon after most of them fall into the ground either unconscious or dead but mostly dead.
Looking at this i wait a few more seconds and do the same thing again just to double tap anything that might still be alive.
[Title monster massacre leveled up]
[You leveled up 3x]
I raise my strength and vitality to 100 and put the rest into will.
[Strength and vitality perks available]
But before that i climb up where its a bit more safe and look at the perks.
[Strength perks:
Perk: feather sword: all swords you are wielding feel as light as a feather when held
Perk: skill: ignore limiter (strength): with this skill you can ignore some of your mental limiters on strength every creature unconsciously has, temporarily letting you use 2.01 times strength you normally can use at the cost of damaging your body.1/100 Rare
Perk: bone breaker: you do 2 times more dmg to bones when using physical attacks]
I wonder how far the limiter skill can go?
[Vitality perks:
Perk: physical sponge(1): ignore 5% of physical dmg
Perk: bad status immunity (common): you are completely immune to any negative status effects that are of rarity common or below
Perk: fire immunity (uncommon: you are completely immune to any type of fire that is of rarity uncommon or below)]
Physical sponge so that i can fuse the energy one with it.
Confirming my selection i fuse the sponge perks into a new perk.
[All sponge(2): you ignore 10% dmg from all sources]
Climbing the ceiling i make my way towards one of the crimson orbs and i try to get rid of the enchantment that alerts something when the orb is destroyed.
as i put my hands on the orb my mana is slowly being sucked into the orb at about 10mp/s and the crimson extract is very uncomfortable to the touch but over the disenchanting process it turned from a burning sensation into a slight stinging sensation.
Eventually after an hour i managed to get rid of the enchantment that would be probably consider mid tier in my world but sadly i am not good enough to get rid of the enchantment perfectly so now this orb cannot be enchanted, well it can be but you have to be a master enchanter, i also found out that the person that enchanted this didn't put in an alert enchantment that would notify it that this enchantment got destroyed, but from what i read about this world enchanting is quite rare so i guess the person who made this didn't bother being cautious.
(A.n: here is some magic lore for connors universe: even a new enchanter can destroy a god like enchantment but it would take them millions of years to weaken the enchantment)
I also gained a new skill and leveled some skills and the enchanter job which made me smile since this new skill will be useful in certain scenarios.
[Mana syphoning resistance: it is harder to take mana away from you without your consent. 8/100 uncommon]
Putting the orb into my inventory i go to the ground and i try to find some crimtane ore which i find shortly after.
Looking at the small chunk of crimtane inside the ground i observe it.
[Crimtane ore
This weird ore once used to be a regular ore you could find just about anywhere but it has absorbed some crimson extract and became crimtane ore. Rare]
Reading it again i think about something before taking out my Maldicorite sword.
[Skill regular intuition leveled up]
How i love getting these confirmations that i am right.
Stabbing my sword into the ground, the crimson extract almost instantly reacts by being absorbed into my sword.
After about a minute it has stopped absorbing the extract and i see that the sword changed colour into a dark red.
Taking the sword i observe the changes.
[Incomplete melanchonite sword of feebleness: this sword is made from incomplete melanchonite, people hit get cursed, the feeble curse will decrease the str stat by 45. The curse will stay for 2.5 hours. The curse can stack 10 times (time vise) and 2 times (strength vise). Self repairing (If the sword is at least 55% whole it will regen) rare]
Hmm why is it incomplete?
After thinking about it i have a feeling like i will have to go to the corruption.
[Skill regular intuition leveled up]
Well in that case i will probably need corruption extract or something like that to make this complete.
[Skill reg-]
I know
(End of chapter)
[name: connor gray]
[Race: special shapeshifter 99%, adaptable fiend 1%]
[main class: tier 1: true gamer
lvl:65/100 Exp 41.6%]
[Sub class: none(locked)]
[Jobs:
Archer 5/100
Actor 14/100
Thrower 7/100
Swordsman 27/100
Hunter 1/100
Brawler 5/100
Assassin 5/100
Miner 1/100
Thief 5/100
Merchant 4/100
Adventurer 1/100
Spearman 10/100
Axeman 10/100
Blunt weapons beginner 10/100
Scythe beginner 10/100
Lancer 10/100
Mage 30/100
Alchemist 4/100
Enchanter 8/100
Scholar 15/100
Gunner 1/100
Telekinesist 8/100
(2)Dungeoneer 1/100
Craftsman 1/100
Researcher 1/100
]
[Hp: 1610/1610 (vit×10={x+A}•1)
regen:50.9/s (vit:10={x+A}•2)]
[Mp: 1640/1640 (int×10={x+A}•1)
regen: 51.1/s (will:10={x+A}•1)]
[Sp: 1600/1600 (vit×10={x+A}•1)
regen: 51.3/s (vit:10={x+A}•2)]
[Status]
[Strength: 100]
[Vitality: 100]
[Agility: 100]
[perception: 101]
[Intelligence: 104]
[Will power: 72]
[Charisma: 50]
[Luck: 201]
[Free stats: 0]
[Mana stats:
Control: 8.1
Density: 3.0 (density=+power,-controllability)
Purity: 3.5 (purity=+controllability)
Formula for controllable mana:
{×100}C ÷ {×1}D × {×1}P = CM)
]
[Magic affinities:
Fire: 5/100
materialisation: 79/100
Earth: 18/100
Water: 38/100
Air: 78/100
Ice: 15/100
Healing: 75/100
Illusion: 64/100
Electric: 91/100
Light: 55/100
Sound: 24/100
Shadow: 62/100
Enchanting: 93/100
]
[Magic proficiency lvl:
{Fire magic: 25/100}
{Materialisation magic: 25/100}
{Earth magic: 16/100}
{Water magic: 17/100}
{Air magic: 17/100}
{Ice magic: 17/100}
{Healing magic: 8/100}
{Illusion magic: 7/100}
{Electric magic: 8/100}
{Light magic: 7/100}
{Sound magic: 6/100}
{Shadow magic: 7/100}
{Enchanting: 12/100}
]
[Titles:
{reincarnatee: +5 to base luck.}
{The one who met a true god: your mind cannot be read or looked into by skills or items that read minds bellow the rarity of epic.}
{Monster massacre: +10% dmg to monsters.(1,243/10k)}
{humanoid killer (3): 15% more dmg to humanoids (10,693/100k)}
[Fast magus: any spell you cast is done 20% faster]
]
[Perks:
[Heat vision]: let's you see heat
[shadow runner]: you make 50% less noise when running or walking in the cover of shadows.
[snow trolls regeneration]: 2times hp and sp regen.
[Synthesis]: combine 2 or more skills, items, magics or perks into 1 (they have to have some similarities to synthesize)
[better magic]: any magic you do is 15% better
[Lier]: all your lies sound a little more convincing, heightened effect when telling half truths (lies sound 10-20% more convincing)
[Perfect memory]: you can recall anything from your past perfectly
[Armour piercer(2)]: ignore 10% of armour when doing physical dmg
[All sponge(2): you ignore 10% dmg from all sources]
[perfect motor control]: when you move your body it moves perfectly how you tell it to move without any micro movement like shaking
[mana sense]: you can see and feel all types of mana around you my
[all speak]: you can talk with any sentient creature or object and you learn any written languages 10 times faster
[anaerobic]: you don't need oxygen to survive
[summoner]: the beings you summon have 10% higher stats
[Karmic sight]: you can see karmic values of creatures
[level shortcut]: you need 10% less exp to level up main class, sub class and job classes
[fleeing]: when fleeing enemies you move 50% faster
]
[Passive skills:
{Lesser MBS (mind, body, soul) adaptation: you adapt to things. rarity:super rare lvl:max}
{Unarmed combat: your unarmed attacks are 5% faster and do 5%more DMG per lvl. 2/100 common}
{Hiker: you move 1% faster per lvl when not in danger. 23/100 common}
{Archery: your aim with bows is 10% better and yo do same % more bow DMG per lvl. 20/100 common}
{Tracking:animal tracks become a little bit more easier to see and distinguish. 5/100 common}
{Acting: you act better (includes lying and pretending). 50/100 common}
{Throwing: throw things 5% more accurately and they do same % more DMG per lvl. 20/100 common}
{Sneak: you are less noticeable per lvl. 42/100 common}
{Mining: 5% faster mining speed per lvl. 10/100 common}
{swimming: you swim 1% faster per lvl. 10/100 common}
{stealing: you have an easier time stealing things be it pickpocketing or stealing from a house. 16/100 common}
{Mixed martial arts (25 arts): better techniques with most types of melee combat be it unarmed or armed combat. 38/100 rare}
[(Melee) jack of all trades (weapon types:6): 250% faster attack speed and do same percentage more dmg while using a melee weapon. 50/100 rare]
{gaming mastery (10 games): playing games is easier. This skill gives you small bonuses. 21/100 uncommon}
{trading: makes it easier to buy and sell things 8/100 common}
{math: doing math is easier for you. 34/100 common}
{fast reading: you read faster then others. 68/100 uncommon}
{lockpicking: you can unlock locks easier. 1/100 common}
{torture: you inflict 2% more pain to others per lvl. 80/100 common}
{herbology: helps with identifying plants and their effects. 20/100 common}
{fast learning: you learn things 2% faster per lvl. 47/100 uncommon}
{regular intuition: your instincts (non-combat instincts) get better per level. 16/100 rare}
]
[Active skills:
{Game inventory: use 10 mana per deposit or withdrawal of items. 424/1000 special}
{Game world: let's you choose to go into 1 game of 3 randomly selected games lvl:Max speacial}
{Blood sacrifice: -15HP/s, -15SP/s for +190 str +95 agi +95 per as long as active. 85/100 rare}
{Focused strike: your melee strike is 520% stronger for 100sp. 52/100}
{Toughen body: your skin, organs, flesh and bone hardens to that of mana hardened cobalt (will get harder per lvl) uses 5sp/s. 87/100 uncommon}
{Intimidate: make enemies scared of you, varying results depending on enemies power and skills. 43/100 common}
{Observe: gain information of items or people just by looking at them, you gain more information per lvl 90/100 rare}
{short range teleportation: teleport up to 130 meter from your location. cooldown 3.6 seconds. 65/100 rare}
{recycle: recycle things into their basic components. Cooldown:60mins 41/100 special}
{Meditation: while meditating you become calmer, you are more concentrated and it is a little easier to fight off mental intrusions 78/100 uncommon}
{External mana manipulation: you can manipulate mana outside your body. Your control over external mana is decided by your mana control stat plus the level of this skill. 60/100 uncommon}
{Alchemy: the act of making and strengthening potions. 13/100 uncommon}
{enchanting: give special properties to items by infusing them with mana. 17/100 uncommon}
{possession: hijack a creatures mind. Unsuccessful possession will result in a big headache. 10/100 super rare}
{soul talent: item duplication: you can duplicate anything unless it is alive, dead/undead or has a conscience, this skill uses mana. The skill will get faster as you level this skill. 14/100 legendary}
{Innate power: shapeshifting eater: you can shapeshift into the creatures you eat either partially or fully. This skill uses mana and stamina. Lvl:max epic}
{telekinesis: move things with your mind. Uses mana. 38/100 rare}
{(Organ skill) Speed overdrive: +12.5% speed while active. The longer this skill is active the bigger the drawback of paralysis (if active for too long you will get damaged) 25/100 rare}
{research: you research faster per lvl. 1/100 common}
{crafting: the things you craft get a bit better per lvl and you can craft them faster. 1/100 common}
{ignore limiter: while active: x2.01 strength you normally can use but your body also slowly destroys itself. 1/100 rare
]
[Resistance skills:
{Sleep resistance(2): you don't have to sleep and things that would put you to sleep have lesser effect 1/100 rare}
{Pain resistance: nullify 1% of pain per lvl. 74/100 common}
{insanity resistance: resist minor insanity. 13/100 uncommon}
{temperature resistance: you are more resistant to lower and higher temperatures. 30/100 uncommon}
{Curse resistance: curses cast upon you have a lower effect and disappear faster (at higher levels you are imune to weaker curses). 14/100 uncommon}
{poison resistance: resistance to poison, paralysis, venom and drugs. 15/100 common}
{Disease resistance: resistance to diseases. 27/100 common}
{Sealing resistance: it is harder to seal you or your power. 1/100 uncommon}
{deafness resistance: it is harder to make you deaf by natural means. 1/100 uncommon}
{blindness resistance: it is harder to blind you by natural means. 2/100 uncommon}
{acid resistance: it is harder to dissolve you in acid. 1/100 common}
{mutation resistance: it is harder to mutate your body unwillingly 17/100 uncommon}
{Mana syphoning resistance: it is harder to take mana away from you without your consent. 8/100 uncommon}
]