Underdark- Unending Abyss Region
Nightwell Fortress- Town Hall
"So, I assume you succeeded?" Abraxxus prodded and I nodded as I touched the armor stand in my office and all my armor suddenly appeared on it.
"Yes, the crisis has been averted for now, and the Dungeon has been cleared. So it reverted to its normal mode without impending doom and gloom. It will take about two weeks for it to recover and open up, so parties can clear it again once it has settled down." I told the Lich as I drummed my fingers on the desk. "Can you send for Jigibs, I need some custom work done in here," I told Abraxxus causing him to nod and leave.
I sat down behind my desk and pulled up the slew of Notifications that awaited me that had started since I had claimed the settlement this morning.
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Notices...
--- You have gained control of the Settlement: Nightwell Fortress (Level 1)
--- You have received the rank and Title of Baro (Baron)
--- You have pledged your Allegiance, and any Citizens you accept, to the City of Eternal Night
--- Your Menu has been updated with new options and you can access information about your Settlement almost anywhere
--- You may now appoint official positions within your Settlement such as Seneschal, Chief Healer, Captain of the Guard, etc...
--- You have received 25,000 Experience and 500 Renown
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Quest Alert: Damnation or Salvation
Notice: Despite their preparation, and numbers, you managed to defeat both Grurez the Fallen, and Borgal, the Hand of the Abyss. Beware, the Lords of the Abyss have long memories and they will not forget your actions. You have received 10,000 Experience, +100 Renown, Crown of the Night King, Grimoire of the Abyss
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Skill Name: Bladed Weapons
Skill Level: 8
Skill Type: Passive
Effect 1: Increases Bladed Weapons damage by 19%.
Cost: N/A
Cooldown: N/A
Skill Name: Heavy Armor
Skill Level: 7
Skill Type: Passive
Effect 1: Increases base armor rating while wearing Heavy Armor by 19%.
Cost: N/A
Cooldown: N/A
Skill Name: Conditioning
Skill Level: 8
Skill Type: Passive
Effect 1: Pain felt due to effort, status effects, or injuries is reduced by 16%.
Effect 2: Decrease the chance spells will Miscast due to pain by 7%.
Range: N/A
Cost: N/A
Cooldown: N/A
Ability Name: Dark Spark
Ability Level: 3
Ability Type: Passive
Effect 1: Umbra unlocked.
Effect 2: Increase the Effects and Damage of Shadow-Based Skills and Spells by 3% per Dark Spark Level. (Current= 9%)
Range: N/A
Cost: N/A
Cooldown: N/A
Ability Name: Warlord
Ability Level: 2
Ability Type: Passive
Damage: N/A
Requires: Minimum of 6 others.
Effect 1: Title and Rank 'Decurion' Unlocked at current Warlord Level.
Effect 2: Warlord Perk Tree, Battle Points, and War Feats (Group and Individual) are Unlocked.
Effect 3: War Spirit is now Unlocked and boosts the Damage and Armor of all current Warband members.
Effect 4: Can create a Warband with a Minimum of 6 people and a maximum of (10) at your current Warlord Level.
Effect 5: Can command (2) War Party Leaders at current Warlord Level.
Restriction: Warlord and its effects only apply when a Warband is formed.
AoE: 20 Yards
Range: Self
Duration: Until Cancelled or all Warband members are killed.
Cast Time: Instant
Cost: N/A
Cooldown: 24 Hours
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2 X Level up!
You have (20) unassigned Attribute Points.
You have (3) unassigned Skill Points.
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Notices...
--- Your War Spirit has increased by 100.
--- Your Warband has cleared (1) Mine, (1) Dungeon, and faced many threats while exploring the Underdark. You have accrued 380 War Points.
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Moonlight has gained 1 Level (Current: 6) and has (1) unassigned Skill Point.
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I read everything carefully, and while I was happy with most of the information, not everything was good news. Some of it was downright borderline disastrous. I pulled up my Warlord information and perk tree, I would worry about everything else later.
Warlord: Jacob Longstrider
Warlord Rank: Decurion
War Spirit: 300 (Current Bonus Damage and Armor: 3%)
Subordinates: 2 War Party Leaders (Current: ---/---)
Warband: 6 Minimum - 10 Max
War Points: 380 (Max: 500)
Warband War Feat...
Besieger 1, Unstoppable 1
Personal War Feat...
---
War Perk's...
Death Resistance 1, Light Resistance 1, Shadow Resistance 1, Fire Resistance 1, Cold Resistance 1, Lightning Resistance 1, Thickened Light Armor 1, Forced March 1
War Perk Name War Perk Effect Cost to Unlock Prepared Weapons I +5% to Warbands Attack Strength 25 War Points Sharpened Arrows I +5% to Warbands Ranged Attack Strength 25 War Points Powerful Spells I +5% to Warbands Spell Strength 25 War Points Spell Resistance II +10% to Warbands various Magical Resistances 100 War Points per Magical Resistance Thickened Armor I +5% to Warbands various types of Armor 50 War Points per Armor Type Thickened Light Armor II +10% to Warbands Base Light Armor 100 War Points Forced March II +10% to Movement Speed while outside of Combat 100 War Points Sphere of War I +100 Yards to AoE to Warlord Ability 100 War Points Critical Role's I Unlock and Appoint (1) Scout, Champion, or Healer 50 War Points per Position Blood Enemy I Deal increase Damage, and Resist Damage from a certain Race 100 War Points per Race Current War Points: 380
The three percent bonus to both Damage and Armor was still minimal, but it was growing and that was what mattered most. I opened up the War Perk table and started reading it and smiled as new options had opened up. I had avoided them with my first set of purchases, but I didn't this time. I invested in the first rank for Prepared Weapons, Sharpened Arrows, and Powerful Spells leaving me with three hundred and five War Points. I studied the new options next.
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While Blood Enemy had potential, since House Dhalmass used slaves, for the most part, it would be a waste at this point since slaves could be any Race. Sphere of War was another matter entirely and coupled with Critical Role's, it was a nice combination. However, at fifty points per position, it would cost three hundred points to get what I needed for both War Parties. Then there was Thickened Armor for both Medium and Heavy Armor...
With some trepidation, I unlocked Sphere of War I unlocked one Scout and Champion, and two Healer slots from the Critical Role War Perk and reviewed the information about the various Critical Role slots.
War Perk Name: Critical Role Scout I (Current: 1)
Description: Warbands can face many foes, from monsters in the wilds, to armies on the battlefield. With this Perk you can designate certain people for Skilled Positions to increase the chance your Warband will not only survive but that they will thrive. Scouts, weather in the wilds, the battlefield, or even in dungeons, can be the difference between stumbling into a well-coordinated ambush or ambushing your enemies. Do not underestimate the value of a scout, for they very well might be the difference between life and death.
Effect 1: Can designate enemies and highlight them on the Warband members map.
Effect 2: +10% Stealth, Increase the chance to blend in with surroundings by 5%.
War Perk Name: Critical Role Champion I (Current: 1)
Description: Warbands can face many foes, from monsters in the wilds, to armies on the battlefield. With this Perk you can designate certain people for Skilled Positions to increase the chance your Warband will not only survive but that they will thrive. Champions fight at the forefront in any battle and against any enemy. These people have learned to survive and thrive in the heat of battle and can play a key role in winning almost any fight against any enemy.
Effect 1: Increase the effects of all Taunt Skills/Abilities by 10%.
Effect 2: +10% Armor, Decrease the chance of being struck by a Critical Hit by 5%.
War Perk Name: Critical Role Healer I (Current: 2)
Description: Warbands can face many foes, from monsters in the wilds, to armies on the battlefield. With this Perk you can designate certain people for Skilled Positions to increase the chance your Warband will not only survive but that they will thrive. Whatever enemy your Warband will face, casualties will occur. Healers are essential to your Warband's continued survival and without them, people will die.
Effect 1: Decrease the Cost of all Healing Spells by 10%.
Effect 2: +5% Critical Hit Chance with Healing Spells.
I dismissed the information and pulled out the two items the Quest had awarded me. One was a book of some sort, but one that I had no wish to touch or use in any way. The second item was I held was a heavy helm mainly, but with a crown affixed to it. It was beautifully crafted, mainly black, but with some silver inlay all around it. Both items were important and invaluable to certain people, and I didn't want either one, but I couldn't give them up in case someone worse got ahold of them. I brought up both item's information with a thought.
Item Name: Grimoire of the Abyss
Class: Legendary Ancient Artifact; Unique
Description: The Grimoire of the Abyss was forged by the Lords of the Abyss. No one is certain how old this Item of Power is, only that it serves its masters and can never truly be contained or destroyed. This book contains a large assortment of spells that can be used by anyone, but harnessing this power will surely bind one to the Lords of the Abyss, for the price of power is never cheap.
Armor Name: Crown of the Night King
Armor Type: Heavy Armor; Obsidian, Umbra Infused Steel, Silver Inlay, Blackened Leather, Black Diamonds; Helm-Crown
Class: Ancient Artifact; Set Item (1 of 5)
Base Defense: 100
Primary Effects...
--- Increase Intelligence by (Character Level X 0.75)
--- Increase Spirit by (Character Level X 0.75)
--- +20% Resistance to Blunt Damage
--- Cannot be Blinded
Secondary Effects...
--- +5% Resistance to Elemental Damage (per Set Piece)
--- Decrease all Skill Costs by 20% (Requires 2 Pieces)
--- Decrease all Cooldowns by 10% (Requires 3 Pieces)
--- +1 Class Skill Level...Umbra Embrace, Umbra Potential, Umbra Strength, and Umbra Unlimited (Requires 4 Pieces)
--- Class Restricted: Dark Templar
--- Race Restricted: Vampire
'He showed the Mortal Races why they should fear the night. He was the First. Eventually, he harnessed that strength to protect his people. Honor the First and what he stood for.'
Before I could do anything else, a knocking on the door grabbed my attention. I quickly shoved both items back into my Inventory, "ENTER!" I called out causing the door to jerk open and Jigibs strode in.
"You called for me my lord?" the Goblin prodded.
"Yes, I need a hidden cache created, one that can hold several items if possible," I told the Goblin who looked around and nodded.
"We can do that my lord, but I would suggest we dig down and excavate what you need. It would take, a day or two at most to get done." the Goblin reported as Abraxxus glided back into the room.
"See that it is done Master Jigibs," I told the Engineer before turning to the Lich with an expectant look.
"Your guest has woken up and is insisting on talking to someone with authority," Abraxxus responded and I chuckled. Ahh, the stubbornness of Dwarves. I stood and followed my Seneschal out of my office and hoped I hadn't made the wrong choice in helping the Mountain Dwarf.
Less than five minutes later I was in the tent, standing over the cot of a very irate Dwarf who was glaring at me. "You know, most would be thankful for saving their lives," I told the Dwarf and he frowned at me.
"I don't like being held as a prisoner." the Dwarf seethed and I smiled at him.
"Sir, if you are anything like me, you would be up and about as soon as possible. Probably sooner than you should. I will make you a deal, as soon as the healers say you can get up and walk around, you can but the guards will stay to make certain you rest." I told him and he relaxed slightly. "As far as being a prisoner, as soon as I find a way back to the surface, I will get you out of here. It would help to know both your name and where you are from." I told the Dwarf earning a more studious look from him before he nodded and relaxed.
"Well lad, I am Glagor Ironbreaker of Slate-Cavern Fortress." the Dwarf stated and I offered my hand in welcome.
"Jacob Longstrider, I run this little slice of civilization," I told him as I gestured around us earning a chuckle from the Dwarf as he took my hand and shook it. "Now Glagor, please do as your healers tell you. The Underdark is a dangerous place and I am sure you want to go home, so heal and grow stronger." I told him before turning to the little Gnome woman that was glaring at the Dwarf and quickly used Analyze on her.
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Name: Zanitra Wiggleheart
Level: ???
Class: ???
Health: ???
Stamina: ???
Spirit: ???
Description: Gnomes are one of the most enterprising Races on Ithea. Light, Dark, they do not care, they have a thirst for knowledge and wanderlust to explore the unknown. Arcane Gnomes have a predilection towards magic and the various arcane practices used throughout Ithea.
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I at least got her name I mused, "Mistress Wiggleheart, can you see that our guest here rests as much as possible, but gets up and out when he can. Please?" I prodded the Gnome.
She glared at me but nodded. "I can my lord, but if this damned rock head injures himself further, I will tie his damned ass to that cot and he won't get out of it until he is ready to leave and not before! You both understand this, yes?" she glared at both of us and I looked at the Mountain Dwarf who gave her a grudging nod and I did as well. "Good, now my lord get out of here I don't want you disturbing my patients anymore," Zanitra stated and I chuckled but followed her instructions.