“Hold your horses," Rowan raised his palms in a stopping gesture. "Billionaire dude… sorry, I'm really bad with names; what can you tell me about the dungeons and the aliens?”
The man shrugged and served himself more Bourbon from the second bottle Rowan opened. “In a second. Is it possible to order this by mail? This is fabulous.”
“It’s just good; you can’t understand fabulous yet. You have to educate your palate, step by step, for about a year. I’ll send you a friend’s email, he gives lessons, for a grand a day and travel costs.”
“Impending attack?” The Warlord reminded Rowan.
“Oh, yes, that. Go on, rich dude. And sure, you can order that stuff.”
“I never visited the dungeons, but the entrance is four miles due southwest, in the woods, I’ll mark it on a map. There are four dungeons, of only one floor each, but large. You will face Elementals, undead, pirates—”
“Sorry?”
“Space bandits who cosplay like sea pirates. Arrs and all. Batshit crazy.”
“You’re kidding me.”
“Have you not asked yourself why the aliens are mentioned in our fairytales? Elves, Nekojin? There must be a common ancestry in the Galaxy, an older civilization. Similarities all over the place. It's like Bourbon; in the end, we come from the same corn and rye."
“That’s deep, man… that’s deep… About the aliens. Anything else you think would help?”
“I suppose some of the crew will stay behind to guard the dungeons, but that’s a guess,” the billionaire shrugged. “Ah, yes, and the Necromancer bragged he’s the only one among them who could win against you in a fight. He didn’t explain how.”
“Do you know anything about this guy?” Rowan turned toward the Warlord.
“Not really. I was on the ship to train special forces and Heroes, not to intermingle with convicts. Back in my day, there was no such thing; an executioner’s axe was all that was needed for criminals. By the way, your father is quite a good exe—”
“I don’t want to hear it, and I’ll consider you directly responsible for him going nuts. Tell me at least something about Necromancers in general.”
“Low DPS, long channeled skills. They have a potent poison DOT, but DOTs are dismissed if you go into The Space. Necromancers mostly rely on their minions for combat. They can raise dead people and work better with fresh bodies, which makes the undead keep their skills. If they kill you, there’s a window of opportunity to raise you before you Rezz or your body dissolves into Mana. Still, again, it’s a channeled spell, and it will take some time. If this Necromancer can enter The Space, he must have a high Will.”
“OK… Very well, I’m ready to finish my build. Any advice?”
“The choice is all yours. I stayed behind because I was curious. Share your stats, please,” the Warlord asked.
“Sure.”
The blue screen showed better things than Rowan had hoped for.
Name: Rowan Allinder. Lvl: 100. Main class: Indomitable (Legendary). Secondary Class: Primeval Magus (Mythical),
158 APs available
STR: 61 / DEX: 61/ CON: 61 / INT: 81/ WIL: 87/ CHA: 81
“Wow….” Rowan let out a deep breath. “So many APs!” Rubbing his hands, he prepared to raise his will to the last threshold, only to meet an unexpected obstacle.
APs’ distribution is blocked. Please Install the previously obtained Divine Perk before proceeding.
“What’s up with this red text?”
“Don’t you forget something? I offered you a gift when you won your first pitched battle. Unwrap it.”
“What does it do?”
“Allows you to twitch your build. The System decides what you get based on your performance.”
“Fine. Unwrap the Warlord’s gift,” Rowan yelled.
“You don’t have to yell,” the Warlord said, leaning to refill his glass with Bourbon.
Gift unwrapped. The System considers you eligible for the following Super Perks (consumable, one use only):
1: Motion. Once per day, you can transfer points from one of your secondary stats to another secondary stat of your choice, increasing it to its maximum value. In addition, you will receive a random 4th threshold perk in that stat for the day.
2: Fusion. Combine your two current classes into a single, new class. The outcome is influenced by your past performance, but it also involves an element of randomness. To unlock a new secondary class, you must spend Skill Points. The options will be based on your overall life experience.
“I need a moment,” Rowan blurted. Rushing to the bathroom, he washed his face to calm himself.
What would Cora say? Take the perks… But both choices offer perks. One can get me a new fourth-threshold perk daily, and with two, I could get a new secondary class and a lot of perks… Supposing the fusion would keep the best part of my perks…
He returned to the lobby. “How are the aliens traveling?” he asked. “Portals?”
“They asked for a couple of Hercules yesterday to pick them up from Calgary,” the billionaire said. “I can ask my associates how many they were and what kind.”
“Do it. So they are already in place or near the Border.”
“So?” the Warlord asked. “What will you choose?’
“I don’t dislike the first option, but that randomness makes it risky. I’ll take my chances with Fusion.”
The pain hit him faster than expected. He heard the billionaire yelling He’s heavy, help me, and the Warlord saying Let’s put him on the couch. Then he lost consciousness.
Rowan opened his eyes and gasped. The billionaire rushed to check his forehead, like looking for a fever. “You OK? You were burning hot all this time.”
“How much time has passed?”
“One hour,” the billionaire said. “The Warlord left. He said he has some business in Harbin. My friends in Alberta told me a hundred elementals and as many pirates boarded the flights.”
“Thanks. I’ll go check out my new perks.” Rowan went out on the terrace and summoned his armor, then took flight, using a small jetpack installed by Cora as an upgrade. After finding a good spot to sit on the roof, he summoned his Character Menu while admiring the landscape. From the start, it was clear that all his previous perks had been fused, enhanced, or moved around, and the new ones enhanced the whole thing even more.
Name: Rowan Allinder. Lvl: 100. Main class: Indomitable Primeval Magus (Mythical, tier E, WIL based).
Congratulations! You have unlocked the next step to your Mythical Awakened Class. Such Classes can be upgraded through exceptional feats. Tier E allows you to reach 100 in two stats, Tier D in three, and so on. Fixed stat: WIL. The next main stat chosen: INT. 32 APs have been automatically invested to bring your WIL and INT to 100. 57 APs have been invested to raise STR, DEX, and CON to the third threshold. 9 APs have been invested in CHA for Mana efficiency purposes. CHA will be the next Stat to be raised to max if you advance your Mythical tier. 60 APs locked for the next evolutions. Note: Maximum Mythical tier reachable: B (Epic).
Ensure your favorite authors get the support they deserve. Read this novel on the original website.
STR: 75 / DEX: 75/ CON: 75 / INT: 100/ WIL: 100/ CHA: 90
You have received 10 Free SkP for unlocking a Mythical Awakened Class
I have to call Cora. That will make her happy. “No! Cancel call. I forgot.” Rowan exclaimed aloud a second later. There was a strong chance that Cora’s parents were alive and that news required some time to discuss the consequences, so he continued reading his new personal information.
PERKS
STR 1: +25% chance your Physical attacks will ignore armor, Evade, Dodge, Parry, or Block. The chance increases against targets with lower tiers than yours by +5%/tier.
STR 2: Sonar. +25% chance of detecting the enemy weaknesses by using Identify or touching them with any skill, spell, or perk. The chance increases against targets with lower tiers than yours by +5%/tier.
STR 3: + 25% damage vs identified weaknesses. The damage increases against targets with lower tiers than yours by another +5%/tier.
*
DEX 1: Autopilot and Multitasking: Your subconscious assists your Body and/or Mind when needed. +25% chance to Parry, Evade, Block. The chance increases against targets with lower tiers than yours by +5%/tier.
DEX 2: +50% Attack speed.
DEX 3: Shadow Step. You can instantly close/enlarge a gap between you and your enemy up to 25 yards (the distance can be increased with practice). Consumes 50 Mana. 30-second CD.
*
CON 1: +50 % all Physical Resistances, Natural Regeneration, and Toughness. +25% additional value in the vital areas. Access to spell: Advanced Combat Heal. Heal for 300 HP for 100 MP
CON 2: Delayed Truth. Once per fight (modified from once per day), ignore Lethal Damage for twelve seconds, becoming Invulnerable (includes CC immunity). To stay alive, you must heal at least 5% of your total HP before the time limit.
CON 3: Oneness of Body (Mythical perk, tier E). All your Body stats (STR, DEX, CON) contribute to your HP. Current value: 2250 HP. +25% Natural Regeneration (stacks with CON 1)
*
INT 1: Superior Strategy. You can read a situation better than most and turn the odds against your enemy. This perk works well with Tactical Planning, and it’s recommended that you bring a Tactician into your team.
Note: The Perk Gretchen’s Question has been removed because of infrequent use and inconclusive results. You can, however, acquire it again as a skill by spending Skill Points.
INT 2: Svartálfar Aura (Mythical tier E). Extends in a 3-yard radius around you. Passively intimidate and hurt enemies or buff and heal friends (yourself included). A +5% is added to the final value of all your Perks after all other Perk enhancements or buffs are applied. If you are attacked from inside The Space, Svartálfar Aura will consume Mana to absorb that damage until you enter the in-between or the Mana Pool is exhausted. Harmonizes with R?svelg: Elemental Shield to further reduce the damage. This Perk is four tiers lower than a Dragon’s Oppressive Presence but can be raised through training.
Note: The Perk Karmic Intuition has been transformed into a passive skill.
INT 3: Secondary Class Perk 3: R?svelg: The Wind. 2/3 Aspects unlocked. 4/7 and 3/7 facets unlocked.
Note: Skill Points can be used to unlock Aspects and Facets.
INT 4: Expand to select.
Note: You have gained the Immunity to Mind Magic passive for achieving max INT. You have learned the spell Minor Heal for the same reason.
*
WIL 1: Will and Wilt in Spades: Your Will replaces Strength as your Critical Damage multiplier for Physical OR Magic attacks and inflicts DOTs. Active Skill unlocked: Unavoidable Critical. You can invest an amount of Mana equal to 3 MP/1% Critical Chance to raise your Critical Chance for one given hit to 100%. This skill cannot be Dodged, Evaded, or Parried, no matter how high the DEX stat of your opponent. Once per fight use.
WIL 2: Interdimensional Trip. Your Joint Trip has been replaced with a Mana Consuming ability. It consumes 5 MP/second to stay in The Space. Cost can be reduced through practice. All previously unlocked related abilities remain. An additional 5/MP is consumed for every person you bring with you. Warp activation costs 100 MP.
“Fantastic!”
WIL 3: +50% Critical Chance for every Magical Skill, Spell, or Perk. 25% chance to get back 50% of the Mana cost on a Crit.
WIL 4: Please expand to select.
Note: The Perks High-Tier Artifact User and Full-Fledged Magic User have been transformed into passive skills.
*
CHA 1: +25% chance to CHA-related skills: Persuasion, Intimidation, Charm, Finding Excuses, Avoiding Responsibility, Loosening Tongues, etc. A roll check: Your CHA - Target CHA = % of success. When the chance exceeds 100%, the target can be mind-controlled for 30 seconds, spending 15 MP/second. Cost can be reduced through training.
CHA 2: Oneness of Mind (Mythical perk, tier E). Your Mind Stats (INT, WIL, CHA) contribute to your Mana Pool. Current value: 2900. -25% base Mana Cost. +25% Mana Regeneration. -25% Physical abilities cost.
CHA 3: Hurtful. Add CC and DOT effects to any type of Magical Damage you inflict.
Moment of truth… Let’s select my new perks…
INT perk 4: Please select.
1: Jotun. You can select up to 7 passive perks inspired by the Jotun type of Mythical beings. Costs Skill Points.
2: álfar You can select up to 7 passive perks inspired by the Elven type of Mythical beings. Costs Skill Points.
That’s hard… C’mon, can’t I have both?
3: Bespoke selection. You can select up to 6 different passive perks inspired by either the Jotun or the Elven types of Mythical beings. Unlocking a perk will cost an extra +1 SkP. The final combination of the perks you choose will reveal a 7th hidden perk.
"YEY!"
WIL perk 4. Please select.
1: Intra In-Between Dimensional: You can use any real-world non-combative magic abilities within The Space, but their cost will increase by 25%, and their effectiveness will be reduced by 25%. Projecting these skills from The Space into the real world is possible, albeit at an increased cost and with a reduced effect (50%). Area of Effect (AoE), Damage Over Time (DOT), or Debuff attached to those abilities will not work when used in The Space or projected outside. Through practice, you can reduce costs and improve effects. More specific applications can be unlocked by spending Skill Points.
2: Extra In-Between Dimensional: You can use non-combative magic abilities related to The Space in the real world for an increased cost of 25% and reduced effectiveness of 25%. Projecting these skills from the real world into The Space is possible at an increased cost and reduced effect (50%). Area of Effect (AoE), Damage Over Time (DOT), or Debuff attached to those abilities will not work when in the real world or projected into The Space. Through practice, you can reduce costs and improve effects. More specific applications can be unlocked by spending Skill Points.
The texts were wordy and unimpressive, but he remembered what Cora had said: the fourth perk in his Main Stat was the most powerful. The first choice allowed him to stay in The Space while buffing and healing allies. The second meant he could fly at Match 1 in the real world and scan the in-between for foes that could ambush him.
C’mon, System, you already know what I’ll choose. Bespoke?
3: Bespoke Perk selected. Inter-Extra In-between Dimensional.
You can use any real-world non-combative skills, perks, or spells within The Space, but their cost will increase by 50%, and their effectiveness will be reduced by 50%.
You can use abilities related to The Space in the real world for an increased cost of 50% and reduced effectiveness of 50%.
You can apply skills, perks, or spells from the real world or into The Space, or vice versa, but doing so will increase their cost by 50% and reduce their effectiveness by 50%. Through practice, you can reduce the cost and improve the effect. More specific applications of this perk can be unlocked using Skill Points, with each new application costing an additional +1 Skill Point.
Well, well, well… Now, that sounds perky, but let’s think for a moment. If I were an enemy, what would I do to beat me?