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Life 28 - Chapter 10 - Upgrade Complete

  


  CONGRATULATIONS. You have come of age and are now a user of the System.

  Your base species received an upgrade.

  Your base species received an upgrade.

  You are a Battleborn Centaur Heritor. As a unique variant, you receive:

  1 Attribute Point each level.

  +1 Strength every even level.

  +1 Endurance every odd level.

  +1 Willpower, Magic, alternating every odd level.

  +1 Dexterity, Mind, alternating every even level.

  +1 Ego, nothing, Soul, nothing, alternating every level.

  12 Base HP and 6 Base Energy per level.

  1 Perk every even level, plus on each level divisible by 2 (from Human Royalty).

  You are large-sized. Your HP pool is doubled. You deal double damage.

  You gained the Perk: Centaur Heritor (unique): Improve reactions with centaurs by two steps. You'll sense the location of important centaur heritage sites in a range of Soul x100 meters. As you visit them, you may unlock further Perks.

  You can have 3 professions.

  You can pick 1 Proficiency of any category.

  


  Your base Class is [Centaur Berserker (UR)]. You receive:

  2 Weapon Proficiencies

  2 Physical Proficiencies

  0 Technical Proficiencies

  0 Mystical Proficiencies

  +1 Strength every level.

  +1 Endurance every level.

  12 Base HP and 2 Base Energy per level.

  1 Perk every even level.

  You gained the Perk: Berserker Rage I (uncommon): You can enter a berserker rage. During your rage, you gain +2 to Strength and Endurance for up to SQRT(Endurance) minutes, up to SQRT(Strength) times per day. You receive a berserker rage debuff...

  Perk Synergy detected. User is immune to rage debuffs. Berserker rage debuff removed.

  I knew that would happen. All the benefits of a berserker without any of the drawbacks. It seems proficiencies now have five categories. Professions, Weapon, Physical, Technical, and Mystical.

  


  Attributes above the cap. Withholding 870 Points. 937/100 Points withheld.

  


      
  • Surpasser XLIII (Ultra-Rare): Increase your Attribute caps by 430%. Gain 43 Attribute Points every 40 levels.


  •   


  Shit. Forgot about this one and how much it hurts. Nine hundred Attribute points, gone.

  


  You have Skills. The Skill system was phased out. Updating...

  


  The Skills Bone Strengthening, Yoga, Epic Constitution, and Accelerated Moonbound Regeneration are absorbed by the Physical Mastery Proficiency.

  Physical Mastery [ 450 ]: You have great control of your body.

  


      
  • Constitution V: Multiply your Resource Pools and Regeneration by (Ego x Proficiency/12)%


  •   
  • Strong Bones: Increase bone resiliency by (Endurance x Proficiency/10)%


  •   
  • Pain Retribution: When an enemy causes you pain, your next offensive action deals (Proficiency/3)% extra damage.


  •   
  • Pain Channeling: When an event causes you pain, gain (Proficiency/10) extra Strength for (Proficiency/50) seconds.


  •   
  • Accelerated Regeneration XV: Increase your HP regeneration rage by (Endurance x Proficiency/8)%.


  •   
  • Instant Regeneration: Once per hour, whenever you are brought below (Proficiency/15)% of your maximum HP, recover (Proficiency/15)% of your maximum HP instantaneously.


  •   
  • Flexibility: Increase the range of motion for your joints by (Proficiencyx10)%.


  •   
  • Body Control: Add (Proficiency/10) to resist effects that steal control of your own body.


  •   
  • Mind Shield: Add (Proficiency/10) to resist effects that steal control of your own mind.


  •   
  • Regeneration Boost III: When under (40 + Proficiency/20)% of maximum HP, increase HP regeneration by (Proficiency/10)%


  •   


  I had a lot to unpack. 450 was more than any creature alive could reach in a single life. Or was it? It seems that extensive training could lead to proficiency increases, aside from leveling up. While the bonuses more or less carried over, I could see a little nerfing happened there. However, most of the absorbed Skills were already capped. And now I could keep improving them. So it was basically one step backward to take two forward later.

  


  The Skills Bravery, Meditation, T'ai chi ch'üan, and Pain Resistance, are absorbed by the Mental Mastery Proficiency.

  Mental Mastery [ 300 ]: You have great control of your mind.

  


      
  • Pain Resistance: Ignore (Endurance x Proficiency/10)% of painful sensations.


  •   
  • Fear Resistance: Ignore (Willpower x Proficiency/10)% of fear effects.


  •   
  • Centered Mind: Add (Proficiency/10) to all tests to pierce illusions and resist mental influence.


  •   
  • Focused Meditation: If you stop to meditate, increase resource regeneration by (proficiency/5)%


  •   
  • Meditative Center: If you stop to meditate, gain a new resistance test against mental and physical debuffs with a (Proficiency/5)% bonus.


  •   
  • Extended Longevity: Increase lifespan by (Proficiency/10)%


  •   
  • Prescience IV: Predict attacks (Proficiency/600) seconds before they happen.


  •   
  • Improved Recovery X: Increase all recovery rates by (Proficiency/5)%


  •   


  You gained the heritage Perk: Pioneer of T'ai chi ch'üan(heritage): Increase all Attributes by +2.

  


  The Skills Leaping, Double Jump, Long, Backflip, Tumbling, Wild Wrangler, and Hiking are absorbed by the Mobility Proficiency.

  Mobility [ 200 ]: Your movement is greatly improved.

  


      
  • Long Jump: Increase jump distance (2*Proficiency)%.


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  • Double Jump: Skip and jump again on a horizontal or positive-angled surface. up to (Proficiency/20) times in a single bound.


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  • Jump Rotation: You can rotate up to (3* Proficiency) degrees mid-air, per jump.


  •   
  • Precise Jumps: Increase jump precision by (Proficiency/2)%.


  •   
  • Aerodynamic Control: Decrease wind interference by (Proficiency/3)%.


  •   
  • Hiking: Increase overland speed by (Proficiency/3)%.


  •   
  • Endurance: Reduce fatigue generated by movement by (Proficiency/3)%.


  •   
  • Forced March: By doubling the fatigue, you can move (Proficiency/3)% faster.


  •   
  • Fast: Increase all movement speeds by (Proficiency/3)%


  •   
  • All-Terrain Movement: Reduce terrain penalties by (Proficiency/3)%


  •   


  


  The Skills Defensive Roll, Dodge, Track, Break Cypher, and Surreptitiousness were absorbed into Evasion

  The Perks Nimble Dodge, Harried Dodge, and Lucky Evasion were absorbed into Evasion.

  Evasion [ 315 ]: You can avoid getting hit.

  


      
  • Roll with It: If you have room to tumble, reduce critical hit damage by (Proficiency/10)%.


  •   
  • Dodge: increase evasion rate by (Proficiency/2)%.


  •   
  • Mitigate: Reduce damage from physical attacks by (Proficiency/10)%.


  •   
  • Stagger: When you dodge a melee attack, stagger the enemy by (Proficiency/1000) seconds.


  •   
  • Chain Breaker: Staggered enemies lose (20+Proficiency/10)% accuracy on the next attack.


  •   
  • Stealth IV: Detection tests against you suffer a (Proficiency/2) penalty.


  •   
  • Evade Traps: Half speed: your stealth works on traps.


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  • Ward Bypass: Half speed: your stealth works on wards.


  •   
  • Sensory evasion: Your Stealth works for all senses.


  •   
  • Surreptitious: Opponents need to win two tests to detect you.


  •   
  • Light Steps: Reduce the pressure of your steps by (Proficiency/3)%.


  •   
  • Trackless: You leave (Proficiency/3)%. fainter tracks.


  •   
  • Muffle Sounds: Objects you are touching to make (Proficiency/3)% less noise.


  •   
  • Track: Add (Proficiency/5) to your Mind tests to follow tracks.


  •   
  • Decypher: Add (Proficiency/5) to your Mind tests to break ciphers.


  •   
  • Giant-Fooler: against an enemy one size or bigger than you, add (Proficiency/10)% extra dodge and movement speed.


  •   
  • Harried: Handle up to (Proficiency/30) enemies before your defenses suffer.


  •   
  • All-or-Nothing: If you fail to dodge, spend (100*Damage/Luck*Proficiency) to evade the attack.


  •   


  Stolen novel; please report.

  The Skills Wild Wrangler, Royal Order, and Teaching were absorbed into Leadership.

  Leadership [180] You can handle people, tame creatures, and train them.

  


      
  • Wrangling: You can tame creatures with a (Proficiency/5) Charisma bonus.


  •   
  • Group Taming: You can tame (Proficiency/15) extra creatures.


  •   
  • Fast Training: Creatures under your tutelage learn (Proficiency/5)% faster.


  •   
  • Teaching: Increase pupils' Proficiency gain by (Proficiency/5)%.


  •   
  • Class Teaching: You can have (Proficiency/10) pupils.


  •   
  • Extended training: Your classes can last at most (Proficiency/30) hours for the same subject.


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  • Royal Order III: Add (Proficiency/3) Charisma bonus to force people to do your bidding.


  •   
  • Loyalty Boost: Add (Proficiency/5) to subjects' tests to resist corruption and outside influence.


  •   
  • Royal Command: Spend [Target's Willpower x SQRT(Ego) x SQRT(Soul)] Energy to add (Proficiency/5) to a Royal Order check.


  •   
  • Quest Giving: Spend (100 - Proficiency/10) x Target's Base Exp value of your own Exp to give an individual a quest that awards Base Exp.


  •   


  You gained the perk: Ride Anything(ultra-rare): You can ride any creature that can hold your weight and you can climb onto.

  Language Skills no longer exist. You have a 15 bonus to apply to one proficiency.

  The Skills Giant-Fighting, Backstab, Mind's Blank, and Throw Threads were absorbed into Combat Technique.

  Combat Technique [105] You are trained in several special moves.

  


      
  • Giant-Fighting: When attacking creatures at least one size larger than you, gain (Proficiency/3)% to damage.


  •   
  • Cruel Strike: Add (Proficiency/5) to base damage when attacking enemies that can't defend against you.


  •   
  • Backstab: Gain (2*Proficiency)% bonus damage when striking an enemy's back.


  •   
  • Sap: When you deliver a Backstab or Cruel Strike, you can forfeit the damage to knock the opponent unconscious for 6*[Base damage + Sum of Multipliers] minutes


  •   
  • Throw Threads: You can throw threads at a distance of (Willpower x Proficiency/5) meters with a (Proficiency)% accuracy bonus.


  •   
  • Wind Threads: Your threads ignore (Proficiency/2)% of air resistance and wind.


  •   
  • Mind Blank: Delay your attack by (2 - Proficiency/100) seconds. It scores a critical automatically.


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  The Skills Claws, Bite, and Tail Slap were absorbed into Wild Warrior.

  The Perks Vorpal Teethm, Vorpal Claws, Improved Critical [Bite], Improved Natural Attack [Bite], Natural Attack Specialization [Bite], Squirt Venom, Frenzied Barrage [Claws], Improved Maim [Claws], and Dislocate Jaw were absorbed into Wild Warrior.

  Wild Warrior [300] You specialize in fighting with your natural weapons.

  


      
  • Claw: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Bite: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Tail Slap: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Bleed Rake: Slashing attacks bleed for (Proficiency/5)% more damage and last (Proficiency/5)% longer.


  •   
  • Bite Expert: Ignore (Proficiency/5)% of target's defenses.


  •   
  • Vicious Bite: deal (Proficiency/5)% extra damage.


  •   
  • Vicious Claws: deal (Proficiency/5)% extra damage.


  •   
  • Claw Mastery: Deal (Proficiency/20) extra d8 damage.


  •   
  • Bite Mastery: Deal (Proficiency/25) extra d10 damage.


  •   
  • Sealed Throat: Ignore (Proficiency/3)% of harmful effects from things you bite


  •   
  • Claw Criticals: Critical multiplier increases by (Proficiency/100).


  •   
  • Vorpal Teeth: You have (Proficiency/5)% chance to sever a limb on a critical


  •   
  • Vorpal Claws: You have (Proficiency/5)% chance to sever a limb on a critical


  •   
  • Improved Critical: Add (Proficiency/10)% to critical chance.


  •   
  • Enhanced Bite: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.


  •   
  • Enhanced Claws: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.


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  • Squirt Venom: Range (Proficiency/5) meters, (Proficiency/5) damage.


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  • Frenzy: Spend (100 - Proficiency/10) MP to attack again 50% faster.


  •   
  • Maim: Slashing attacks disable a limb for (Proficiency/10) minutes.


  •   
  • Dislocate Jaw: Your bite damage is (Proficiency/150) sizes bigger.


  •   


  Okay? The Perks got weaker, but the proficiency level... the damage added to the attacks... holy...

  


  The Skills Karate, Judo, and Aikido were absorbed into Martial Arts.

  Martial Arts [180] You can fight with bare hands and feet.

  


      
  • Karate: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Judo: (Proficiency)% damage, (Proficiency)% accuracy, (Proficiency/20) meters throw distance.


  •   
  • Aikido: (Proficiency/2)% extra dodge, accuracy of counterattacks.


  •   
  • Quick-Step: (Proficiency/5)% extra movement when in combat.


  •   
  • Combat Sense: Add (Proficiency/5) to sense hidden attacks or traps.


  •   
  • Perfect Parry: Reduce damage from blocked attacks by (Proficiency/2)%


  •   
  • Deflect Spells: Spend (500 - Proficiency) Energy to deflect (Proficiency/2)% of a spell's damage.


  •   
  • Punch Kata: Add (Proficiency/30)d6 to your Karate base damage.


  •   
  • 一教 (Ikkyo): When grappling with a humanoid enemy, retain (Proficiency/3) of your combat ability.


  •   
  • 天地投げ (Tenchi Nage): Repels an enemy attempting to grapple you, throwing it away from you.


  •   
  • Bo Kata: You can use a staff instead of your bare hands or feet.


  •   
  • Inner Ki: Gain (Proficiency/20) base HP and MP.


  •   


  Wait. You can get HP and MP from proficiencies? Damn. Add those 15 freebie points to [Physical Mastery]. Let me see what I can get.

  


  You learned the ability: Perfect Health: Gain (Proficiency/15) base HP.

  Now we're talking! Plus thirty-one base HP. Nothing to scoff at!

  


  The Skills Share Assassin Contract, Assassinate, and Track Contract were absorbed into Assassination.

  The Perks Death Blow and Stunning Ambush were absorbed into Assassination.

  Assassination [90] - You are skilled in the art of ending lives.

  


      
  • Share Contract: You can transfer information about a mark.


  •   
  • Kill Strike: (2*Proficiency)% damage if the target has a contract and is unaware of you.


  •   
  • Death Blow: Pay (1,000 - 2*Proficiency) MP to deal (4*Proficiency)% damage on an ambush.


  •   
  • Sense Contract: You can tell the general direction and distance to a contract within (Mind x Proficiency/5) meters.


  •   
  • Stun Strike: Your ambushes stun a target for (Proficiency/20) seconds.


  •   
  • Deathberry Sap: Your ambushes cause poison debuff for (2*Proficiency) damage per second over (Proficiency/10) seconds.


  •   


  The Skill Blade Sage was converted into Blades.

  Blades [120] You are proficient with all kinds of bladed weapons.

  


      
  • Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Sage: (2*Proficiency)% damage.


  •   
  • Master: Deal (Proficiency/25) extra d10 damage.


  •   
  • Strong Grip: You cannot be disarmed by those with lower proficiency.


  •   
  • Critical Chance: Add (Proficiency/10)% to critical chance.


  •   
  • Critical Damage: Add (Proficiency)% to critical damage.


  •   
  • Sharpness: Add (Proficiency/5) to base damage.


  •   
  • Bladekeeper: weapon ignores (Proficiency/2)% of damage received.


  •   


  The Skill One-Handed Bludegoning Expertise was converted into Clubs.

  Clubs [60] You are proficient with One-Handed Bludgeoning weapons.

  


      
  • Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Master: Deal (Proficiency/30) extra d12 damage.


  •   
  • Staggering Blows: Hits stagger enemies for (Proficiency/300) seconds.


  •   
  • Numbing: Hits numb opponents, reducing combat proficiencies by (Proficiency/10) for (Proficiency/30) seconds.


  •   


  The Skills Remove Curse, Ritualist [Blood], Elven Spell-song, Evoker, Elementalist, and Countersong were absorbed into Spellcaster.

  The Perks Sorcery, Spell-Song, Wizardry, Moon Magic, Overcharge Magic, Crystallize Spell, Intuitive Retroanalysis, and Manaborne Reservoir were absorbed into Spellcaster.

  Spellcaster [ 500 ] . You can give magic shape and purpose.

  


      
  • Spell Power: (2*Proficiency)% damage, (Proficiency)% accuracy.


  •   
  • Master Caster: (2*Proficiency)% damage


  •   
  • Spell Efficiency III: Spells are (75)% cheaper [maxed].


  •   
  • Grandmaster Efficiency III: Spells are (75)% cheaper [maxed].


  •   
  • Wizardry: Your spells use diagrams. They are cheaper but slower to cast.


  •   
  • Sorcery: Your spells use imagination and willpower. They are faster but more expensive.


  •   
  • Spell-Song: You weave magic into your songs. All spells end if you stop singing.


  •   
  • Moon Magic: For each moon in the sky, your magic is (Proficiency/15)% stronger and (Proficiency/30)% cheaper.


  •   
  • Overcharge: You can spend 2x the spell's base MP to increase damage by 100%, up to (Proficiency/20) times.


  •   
  • Core Charge: Use a Magic Core to fuel spells. Each level of a core is good for (Proficiencyx20) MP.


  •   
  • Retroanalysis: Add (proficiency/5) to Mind checks to learn an enemy spell.


  •   
  • Mana reservoir: You can store MP above the cap. For each (20+Proficiency/10)% of your capacity, divide the MP gained by 2.


  •   
  • Elemental Resistance: You resist (75)% of elemental damage [maxed].


  •   
  • Added Effect: Your elemental spells cause secondary effects.


  •   
  • Spell Stability: Add (Proficiency/5) to the difficulty to unravel your magic.


  •   
  • Blood Rituals: Use fresh blood to fuel spells. Each 10ml of blood is good for (Donor's Level + Proficiency/10) MP. Rituals take at least 1 hour.


  •   
  • Curse-Breaker: Add (Proficiency/5) to Magic to break curses.


  •   
  • Curse Subversion: Convert curses you break into Perks.


  •   
  • Magic Resistance: You resist (75)% of all non-elemental spell damage [maxed].


  •   
  • Spell Resistance: Add (Proficiency/10) to resist spells cast on you.


  •   
  • Elemental Admixture: Combine 2 elements for added effects.


  •   
  • Curse Resistance: Add (Proficiency/10) to the difficulty of cursing you.


  •   
  • Harness Nature: Spells cast in the presence of an element are (Proficiency/2)% stronger.


  •   
  • Dispel Siphon: Failed attempts to dispel your magic refill you for (20+Proficiency/10)% of the spent MP.


  •   
  • Magic Prowess: Gain (Proficiency/15) base Energy.


  •   
  • Grandmaster Spellcaster: Gain (Proficiency/50) Willpower.


  •   
  • Mind over Magic: Gain (Proficiency/50) Magic.


  •   
  • Magic Circuit: Gain (Proficiency/50) Mind.


  •   
  • Mana Funnel: Increase your Energy regeneration by (Proficiency/10)%


  •   


  I clutched my head. Gaining thirty Attribute Points just because I'd stacked three lifetimes of spellcasting into a single Proficiency was too much. Moments later, I recovered from the headache. I was happy for my newfound magic power.

  That's when the nerf hit me. Hard.

  


  The following Perks have changed by unanimous vote of the Administrators:

  


      
  • Fast-Learner (unique): Multiply your Exp gains by (5 ^[ Enemy's Rank +1]).


  •   


  One could think changing to 5 down from 8 is not a big deal, but the rank 4 bonus went down from 32,768 to 3,125. More than ten times less Exp.

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