NCS, NCUs, and NCU expansions.
Perks
NCS, NCUs, and NCU EXPANSIONS
The NCS (Nano Control System) can be upgraded in various ways. Two ways are by NCUs (Nano Control Units) which dedicate nanites to a specific task. The main way of acquiring NCU upgrades is through the NCS. These System NCUs cost a percentage of energy gathered and slow down energy gathering and self-cultivation. The NCS itself requires an energy cost of 6% gathered energy just to have it active.
The second way is to buy (for crystals from a crafter or other source external to the NCS) NCU expansions for expansion slots. These NCUs provide their service for free as long as they remain slotted. Slots are opened by applying energy credit and have a subsequently and progressively more expensive cost to open additional slots. Tech 1s NCS have maximum of 4 expansion slots. Tech 2s have 8. Tech 3s have 12. Tech 4s have 16. Tech 5s have a yet unknown amount.
System NCUs acquired in book 1 [Nano Assistance], 4% passive, slightly improve power and rune manifestation activation speed [Emergency Heal], 1% passive, no more than 25% of current total magical energy or magical essence in lower dantian on injury [Theta Waves], 5% passive, passive healing to body and spirit, removes some impurities over time [Heal Delta A], 4% passive, increase tickrate of [Theta Waves] [Heal Delta B], 4% passive, increase amount healed each tick of [Theta Waves]
System NCUs acquired in book 2 [Inexorable], 8% passive, improve resistance to mental influence [Refractory], 4% passive, slightly improve the ability of [Inexorable] to resist mental influence [Nano Support C], 4% passive, [Nano Assistance] also slightly improves ability to defend against unbinds [Nano Support D], 4% passive, [Nano Assistance] also slightly improves ability to unbind manifestations [Lock and Key], 20% passive, improve ability to defend against unbinds and unbind manifestations
System NCUs acquired in book 3 [Scuta Mater], 6% passive, shield the meninges (dura mater, arachnoid mater, pia mater) with nanites modifying rhythm and signal of external transmission. [Encase], 5% passive, improve [Scuta Mater] by adding a manifestation protection component. [Mata Support A], 4% passive, [Scuta Mater] also slightly improves ability to defend against scramblers and reduce the effect electromagnetic radiation can have on mental behavior when transmitting at common frequencies. [Reactive], 12% passive, enhance reflex, reaction, and response time by 25%. [Swiftness], 16% passive, increase efficiency of the Swiftness Stat by 5%. [Cooldown Reduction] 20% passive, reduce all NCU related cooldowns by 25%. Upgrade to existing NCU [Emergency Heal], 4% passive, no more than 40% of current total essence in core applied to qualifying injury. To see scaling formula per tier and Minimum Power Stat focus here. [Record 1], 3% passive, user can record and store up to 1.09 hours (USACS) of video.
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NCU expansions acquired in book 2 [Theta Enhancement – T1C]. Improve passive healing of [Theta Waves] and adds a minor soul healing component, improve tickrate of [Heal Delta A], and improve healing per tick of [Heal Delta B]
NCU expansions acquired in book 3 [Auto-Reflect – T1C]. On detection of incoming damaging manifestation above a certain threshold, a shield will generate reflecting all or some of the manifestation towards the area of origination. To see scaling formula per tier and Minimum Power Stat focus here. NCU was designed for user’s physiology. NCU is graded as T1C+ for user. Drastic changes to user physiology could lower grading to T1C. [Auto-Shield – T1C]. On detection of incoming damaging manifestation above a certain threshold, an essence-shield will generate preventing all or some damage. Reflect-shield NCU detected (Auto-Reflect T1C). Essence-shield generates under reflect-shield and applies after. To see scaling formula per tier and Minimum Power Stat focus here. [NCU Cooldown Reduction – T1C]. Reduce all NCU related cooldowns by 10.4%. [Swiftness Efficiency – T1C]. Increase efficiency of the Swiftness Stat by 2.04%. [Emergency Heal, Prefill – T1C]. Up to 5.4% of converted essence stored in dedicated nanites and applied to qualifying injury. To see scaling formula per tier and Minimum Power Stat focus here. [Reactive – T1C]. Enhance reflex, reaction, and response time by 10.4%.
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PERKS
Perks are gained from either rituals or automatically through ascension. Perks from rituals cost harmony (gained from increasing skills) and often have a material or component cost. Some perks are restricted by tier, but most aren’t if the user has the mats, a and a high enough harmony capacity, and the harmony.
Perks acquired in book 1 [Sight Perk] Orb of the Crimson Palace: Gain a controllable perspective and see into the spirit realm. Controllable perspective passively gathers energy on its own and provides minor healing to spirit and soul. Be warned, this perk changes many aspects of how beta-types process images. Additional perk required to communicate effectively with spirits. Dynamic: Minor increase of soft caps. Physical: Average increase to the soft caps of Strength, Swiftness, Conditioning stats. Potent: Average increase to the soft caps of Min. Power, Capacity, and Runes stats. Protected: Average increase to the soft caps of Physical, Elemental, and Mental Fortification stats. Strong: Major increase of soft cap of the Strength stat. Fast: Major increase to the soft cap of the Swiftness stat. Healthy: Major increase to the soft cap of the Conditioning stat. Powerful: Major increase to the soft cap of the Min. Power stat. Expansive: Major increase to the soft cap of the Capacity stat. Soulful: Major increase to the soft cap of the Runes stat. Harden: Major increase to the soft cap of the Physical Fortitude stat. Resistant: Major increase to the soft cap of the Elemental Fortitude stat. Resilient: Major increase to the soft cap of the Mental Fortitude stat. Quick Thinking*: Somewhat improves neurotransmission and synaptic plasticity dynamically in response to incoming information. Good Genes*: Review of gene pleiotropy, developmental pleiotropy, and selectional pleiotropy for fitness. Decreases phenotypic independence, allowing for a greater chance of mutations resulting in an increase in fitness.
Perks acquired in book 2 Leech Body of the Morning's Glory: Body formation that did too much to add here. See Book 2 chapter 14. Regeneration: You guessed it right. Mutating: Mutating isn’t the same as mutated. Bronze: Increase each stat by 1 each and makes undisclosed changes to the body. Fibrilized*: Review and enhancement of skeletal, smooth, and cardiac muscle for effectiveness and durability. All fibrils and myofibrils are fortified along with improvements to lactate and NAD processing and slow and fast twitch fibers. Or, alternatively stated as - improved his muscular system in various ways, such as increasing the amount and functionality of slow and fast-twitch fibers, strengthening tendons, improving heart function, and improving the make-up of fibrils. Lightweight: somehow reduced his body mass, making him lighter. He assumed it was listed under the stealth-related [Perks] because it made his steps softer, tracks harder to read, and masked heat signatures. There was a note that said it also made flight easier. How the [Perk] made changes to the body, for whatever reason, also increased soft caps. Not by a ton, but every increase counted.
Perks acquired in book 3 Cloak Essence: Hides essence from most essence-sight perks. Stalwart Vessel: The [Perk] usually increased all efficiencies, but John only received increases to [Physical] and [Elemental Fortification] of 4% and 5% respectively. Avatar told him his body was changed in many ways, and was less reliant on oxygen, and he was immune to many forms of pressure that would kill mundane humans outright, as well as other benefits. Picture of Health:* It improved his cardiovascular, respiratory, endocrine, and lymphatic systems and increased his [Conditioning] by 6 and its efficiency by 6%.” Slowing Aura: Create a large bubble around John that slowed anything that entered it, but not by much. And the zone was only about a seven-foot diameter, with a circumference of about 22 feet. That zone would extend outwards and the slowing effect would improve as he ascended Inner and Outer: Review and improve upon his integumentary and skeletal systems, increasing his [Conditioning], [Physical Fortification], and Elemental [Fortification] by 3, and the efficiencies of each respectively by 2%, 5%, and 3%. Touch of the Ancients: a minor and permanent connection to the ancient old one, Betrayal, that grow more powerful with rank up and ascension. Some unknown effects. Increases each [Stat] by level, and provides % efficiency to all [Stats] equal to tier (i.e. 21 to all [Stats] at level 21, and 5% efficiency to all at tier 5, Gold).
COMMON PEERLESS WORDS
Simplified translations
Alia/Alii – Child/adult matriarch caste. Alia originally meant daughter, and Alii wife. Like all these words, the Peerless believe they mean a lot more now and are untranslatable.
Li/Oli – Child/adult warrior caste. Oliua is a house's lead Oli, like a majordomo
Ele/Mele – Child/adult intelligent caste. Meleua is a house's lead Mele, also like a majordomo with very different duties.
Alu – Female
Heiau – Clan
Kauwa – House