Mathew sat down in his own home after talking to Mr. Melton. He rubbed at his face, trying to figure out what to do with the man if anything at all.
For now, he summarized he would just wait. If he didn’t cause any new problems, then Mathew can move on. If not, then that could snowball into larger problems. Mr. Melton was the face that talked to everyone before they came to Mathew.
The best way to prepare for this was to go around and be more social and public. Something he was used to, but he also knew it could overwhelm him. Being the son of a state judge and a political figure gave him years of experience. He hated it all.
For now, Mathew was alone, and something that’s been on his to-do list was to officially check his menu top to bottom and assign those points he gained from completing the World Quest and all of his level-ups.
He brought out the mat he was given by the Lost Soul leader and went outside behind his house. Sitting cross-legged on it, Mathew opened his menu, and slowly thought things over. The passive peace the mat gave while sitting on it kept his mind clear.
However, only a few minutes go by and a distant revving of a gas-powered truck brought him back to his surroundings.
Mathew tried to ignore it but found himself unable to focus. The loud noise was a bother. Then a moment after it faded away, the sound of people arguing a few houses down came over him. His enhanced stats allowed him to notice things he could never before. He could tune them out, but he also would be forced to ignore a possible attack.
He needed somewhere more secluded and quiet. Mathew packed up his things and left his home, heading north toward the fence. The barb-wired topped fence stood just over ten feet high.
Mathew took two steps to follow it through one of the main gates in and out of Blue Oaks but paused. He looked up at the top of the fence, and a fun idea popped into his head. He took several steps away front he fence, then turned around.
He ran toward the fence, and after five steps he jumped as hard and high as he could. Mathew cleared the fence with a few more feet to spare and landed on his hands and feet, not fully expecting to jump so high.
“Note to self, get higher fences.”
Mathew jogged through the woods. He knew he could have gone back into The Workshop to his personal crafting area, but that would require him to be seen by other people. Right now, he wanted to avoid others. He knew cultivation chambers were a thing. He would need to find or make a proper one for himself.
Di would absolutely have information on the subject. Mathew just knew it was going to cost him a pretty penny.
Going a mile or two away from the fence line, Mathew found a nice spot. It was next to a large oak tree. There was a fallen log laying on the forest floor.
Mathew pulled the mat out once again, setting it just next to the log so he could lean back against it. He then opened his menu, uninterrupted.
Looking over his stats, Mathew had one of his statistical values falling behind Endurance. It was sitting at 250, which was over 60 points lower than his second-lowest stat. He relied upon Jeffery, Agnox, and his [Mana Shield] to protect him. His Axiom of Enforce had hints of Endurance within it. His Axiom of Resistance was all about Endurance. Yet, his class didn’t reflect that, while his profession only gave two points per level.
He’s only gained 28 levels since acquiring the profession. Mathew realized that he had gained more levels than it took to even get to Apprentice rank. He couldn’t help but shake his head in disbelief. “All in a few month's worth of time. I can’t stagnate, I need to push. Doozkora is my biggest threat. The System gave me that damned Rod and since then I’ve been a target for the bitch. I need to get stronger.”
Mathew scratched at his side where Doozkora branded him. His skin was perfect as if nothing happened at all. Looking back at his stats, Mathew knew some of his points had to go into Endurance. Not all of them, but a heavy chunk would. Looking at how his stats will grow over time while doing some mental math, he realized with zero progression into anything else before he reached Level 100 and relying only on his level-ups for stat increases, his Endurance stat would only reach 370. Meanwhile, his Intelligence and Wisdom would both be over a thousand. That large of a difference was something he couldn't afford.
When his entire progression was about balancing all of his stats and having his Body, Mind, and Soul support one another, that was a huge weakness. His other stats wouldn’t do well either. He needed a way to balance his stats out or find a new way to progress in power.
Gaia’s suggestion of turning himself into a golem made him frustrated. He needed power. He would have to get it later because right now, he had zero plans to go crusading around destroying Dungeons and ripping Hearth Crystals away from their owners.
Mathew decided to put exactly 111 points into Endurance. Bringing it to 391 in total. His next lowest stat was Dexterity. Something he was getting better at using. His Axiom of Piercing was Apprentice rank. Using a spear as his weapon of choice gave him an understanding of that aspect of himself. Yet, he didn’t like using it physically.
Ever since he understood he could use the Axiom on his senses was all he needed to realize there was more to Dexterity than agility or acrobatics. A solid 100 points into that skill brought it up to 443 points.
Lastly, were Strength and Vitality. He was surprised his Strength stat was high, but both his Leadership Profession and two Axioms gave bonuses to the stat. He was thankful for it. If not, he doubted he could carry as many things or fight as well as he did with his spear. A weapon that required both Strength and Dexterity to use.
Vitality was something he would never have had enough of. The number reflected what was essentially his life. His ability to survive dangerous attacks. From falling to the ground as he impaled the Anubian Boss, to surviving a deadly battle with Aaron, the Blood Magic user, and not to mention the hordes of enemies that surrounded him every week in the World Quest.
Both stats needed a boost, but not a heavy one. He considered just doing 50 points in each, which left him with over a hundred to play around with. He played around with the points until he found a result that left him happy. None of the points went into Intelligence or Wisdom.
He knew capitalizing on his strengths was important, but not more important than shoring up a weakness. He was strong. Defeating the World Quest alone was proof of that. The entire event showed what he was good at, and what he was bad at. It solidified his choices and changed his perspective of other things.
How he wanted to grow. His path forward to power. All of it became that much clearer to him. It was just a matter of time figuring out how to get to it.
Mathew placed the remaining points around until he found a happy ending to it all. Right now Vitality was his lowest stat, just barely under 400. But he knew as he leveled up, that gap would close and would easily be back to one of his stronger stats.
Name: Mathew McGonald
Race: Human [Apprentice]
Class: Summoner
Profession: Leader
Level: 52
Universal Currency: 808,743
Titles: Big 100, Child of Axiom, Classy, Dungeoneer VII, False Life, Forerunner, Hearth Crystal Owner, Lawyer, Pack Leader, Solo Delver III, Soloist, Survivor II, Warlock, Willful Power, World Quest Solo - 3rd Place
Axioms:
Glint of Bolster [Beginner], Glint of Cold [Beginner], Glint of Enforce [Beginner], Glint of Pattern [Novice], Glint of Piercing [Apprentice], Glint of Resistance [Apprentice]
Strength:
441
Vitality:
396
Dexterity:
443
Endurance:
471
Intelligence:
665
Wisdom:
775
Unallotted Stat Points: 0
Mathew took a breath as he looked around the backyard. It was fenced in, so nobody could see him. A gentle breeze blew by causing the clouds above him to slowly move.
He moved his focus to his techniques. He had three that had changed, and only one of them gave him the option to select a Rank Up.
[Conjure Weapon]’s choices were lackluster. There was only one option called ‘Expanded Armory’. He could now mark three weapons that could be summoned back to his hand at will. Which would be useful if he lost any of them in a fight, or had to throw his spear. It also allowed him to have a permanent weapon created from his mana. A powerful choice, and the best on the short list that was given.
[Channel Mana] didn’t give him a choice for the Rank Up. It simply listed the newest addition to its power.
Channel Mana | Apprentice 0
Your control over mana has improved through dedicated focus. You have more control over Abilities, Skills, and Spells that use mana.
Mana Defense: Your mana is harder to dispel.
Mana Signature [Ice]: All mana-fueled actions are influenced by your mana signature. Future Upgrades and Rank Ups will be Influenced by your mana signature
Mathew wondered if he acquired this Rank Up during the fight with the Anubian, or if it was an after-effect of the giant frozen spear he made.
Speaking of spears, his [Piercing Weapons] skill no longer existed as it was upgraded into an entirely new skill
Spears | Apprentice 0
You have shown a strong proficiency with Spears and similar weapons. As such, this skill represents your capabilities with them.
Impalement: All attacks with Piercing Weapons ignore some armor.
Piercing Mastery: You have shown an understanding of piercing weapons. This understanding is reflected through your own Truth and passively affects all piercing attacks.
It seemed that creating such an attack on his own by combining various powers was beneficial. So much so, The System had recognized what he understood. Not only had his Axiom ranked up, but the skill related to the Axiom had changed.
He wondered what other things his Axioms will influence, or vice versa. He imagined his Axiom of Cold will slowly affect things as well. His Axiom of Patterns was the odd one out. The one Axiom he didn’t expect to get at all. It was related to empowering enchantments, rituals, and how things were made.
He will have time to work on creating new rituals. Plus, he imagined he could use his understanding of repeating actions to perfect his [Ritual of Enchantment: Increased Space].
Mathew closed all of his menus, enjoying the fresh air. He couldn’t help but remind himself how others were growing in power too. Levels were not everything. He was going to need to gain new powers on top of improving the ones he had now.
He thought back to the lies he told the four Dryads in Gaia’s domain. How he only had one skill slot and one spell slot open. He did it so Gaia or anyone else couldn’t know how limited he was. As a human, he had five slots for each category: Abilities, Skills, and Spells.
Upon reaching Level 25 and gaining a rank, he acquired additional slots. +1 to Abilities, +2 to Skills, and +3 to spells. With his recent title gain from the World Quest, he had six Ability slots that were all filled. Seven Skill slots with only five filled in. Nine Spell slots with only seven filled.
He hadn’t gained anything new on his own. Everything was a reward or taught to him. Except for Cherry. He considered that something he acquired himself. Yes, Gaia gave her to him, but she didn’t do it of her own choice. He…convinced her? Forced? Agreed with? The word was difficult to place.
He had no clue how much Gaia knew, she was a God and he was a lowly Apprentice rank mortal. However, she couldn’t have known everything, could she?
Mathew wanted to learn new skills and spells. He held his hand out in front of his face. The scars that covered his hands were as if he stuck them into a wood chipper. The healing magic that kept him alive was invaluable.
“To the top of power, where nobody can touch me.” Mathew thought to himself. “Absolute power. No Doozkora, no Gaia or any Gods, not even The System could touch me. Not even my bitch of a mother would be able to say shit to me if she were still alive. Freedom to do whatever I wanted.”
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There was just one last thing to look at. A notification from The System saying he had a quest.
Mathew opened it up. He had three quests listed. The first two were the Seed of Fate, Step 2 quest from Gaia, and Path to Sovereignty, Part 1 from The System. The newest quest was a Class Quest.
Level 50 Class Spell Quest
A Summoner not only conjures items and creatures to aid him in battle. He must also be able to summon himself to the right place at the right time. However, you must choose which you value more. Cost or Distance Traveled?
Travel 5,000 Miles on foot: 5 / 5,000
Or
Travel 50,000 Miles in any mode of transportation of your choosing: 15 / 5,000
Rewards: [Far Step] or [Mark and Recall] respectively.
Mathew had no clue what the spells did. However, based on the description of the quest, he knew they were teleportation spells. It was the only possibility that made sense. If he had to guess, if he completed the first part, he would get a spell that was low-cost but only let him travel a short distance. The latter would be a high cost and allow him to travel further away.
He knew a few people he could ask about the topic. Plus, he could really drink some wine and eat a meal that wasn’t packaged food for once.
Before he left, Mathew checked over his entire menu, top to bottom.
Summoner (Rare)
Summoners are a unique class, relying upon not only his own talents but also the skills of his bonded companions. Summoners are not known for their direct combative power, but rather for their ability to adapt to any situation. Their seemingly never-ending armies of creatures who serve them are the true might of a Summoner. The majority of Summoners bend creatures to their will, or they befriend them or find their own way to form a connection with the creatures that they summon. Summoners must be wary to not become the summoned by more powerful beings.
+6 Wisdom, +5 Intelligence, +4 Vitality, +3 Dexterity, and 3 free stat points per level.
+1 Ability, +2 Skills, +3 Spells Slots
Leader [Very Rare]
Every group needs a leader. A shot caller. Someone who is the first and last say in any situation. Their very being is to take the brunt of all decisions, both good and bad. Leaders are not born, they are forged from the fires of experience. They create rules that must be followed by those who serve under you. Uphold to those laws, and you will see a boom in morale. Fail to uphold them, and you will realize that a Leader's blood is the same color as everyone else's.
+6 Wisdom, +5 Strength +2 Intelligence, +2 Endurance per level.
Upgrade Share Sense -> Attentiveness
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6/6
Attentiveness | Beginner 8
You can meld any or all senses through one of your subordinates. You lose the senses from your main body until you stop doing so willingly.
Attentiveness: You are spatially aware of all your summoned creatures and their location in relation to you.
Channel Mana | Apprentice 0
Your control over mana has improved through dedicated focus. You have more control over mana and Abilities, Skills, and Spells that use mana.
Mana Defense: Your mana is harder to despell.
Mana Signature [Ice]: All mana fueled actions are influenced by your mana. Future Upgrades and rank-ups can be Influenced by your mana.
Conjure Weapon | Apprentice 0
Mark any weapon. You can conjure it to your hand at will so long as it is within range. Marking a second weapon will remove the mark on the first weapon.
Mana Weapon: You can create weapons with your own mana
Expanded Armory: You can mark up to three weapons now. Additionally, you can have a preset Mana Weapon created that remains until you create a new one.
Frostrim Chains | Beginner 5
Chains of ice wrap around a target of your choosing restraining them. The ice wears on the target, slowly draining their health until they succumb to death.
Thicker Chains: Your chains are thicker, and harder to break just like your own will.
Mana Shield | Beginner 3
A barrier of mana appears to block incoming attacks.
Double Shields: You can create two shields at once, with a 150% increase to mana cost for the second shield.
Servant: Cherry | Unranked
You have a contracted servant named ‘Cherry’. She is with you until the contract is fulfilled or annulled. Ability rank is dependent upon Cherry’s Level
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5/7
Contest | Apprentice 3
Your ability to haggle out deals in your favor has improved through success. Future deals involving currency will give you a +5% bonus.
Contest: Resistance to mental attacks increased based on Endurance.
Universal Voice: Gain the ability to speak and understand any language
Spears | Apprentice 0
You have shown a mastery over Spears and similar weapons. As such, this skill represents your capabilities with them.
Impalement: All attacks with Piercing Weapons ignore some armor.
Piercing Mastery: You have shown an understanding of Piercing Weapons. This understanding is reflected through your own Truth and passively affects all piercing attacks.
Staves | Apprentice 4
Your chosen way to use Staves for purely magical attacks has improved through combat. Increased spell damage when using staves as your spell focus.
Enhanced Focus: You have discovered how to use a staff as a focus to channel your mana and spells. This upgrade will further improve the connection you have with staves and not only improve your use of them, but the spells cast through them.
Mana Charge: You can store mana into staves and draw it out at a later time
Mana Text | Beginner 9
You can now use your mana to write, draw, and sketch on any surface including the air. Mana used on paper will duplicate the previous abilities of [Writing].
Universal Text: Your writings are understood by all who can read.
Rituals | Apprentice 4
Gain the ability to copy, create, read, and understand rituals. Copying a ritual has a tiny chance to add it to your list of known spells.
Utility: All Utility based rituals require half the mana requirement. Gain Base Knowledge on modifying rituals
Call Aid: You intransitively learn the Ritual ‘Call Aid’. Call Aid - You send out a query for help across the spirit realm. If a spirit heeds your call, it might appear to help. Spirits will adapt and appear to fit the current environment. However, it is not bound to your cause and can leave at any moment.
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Spell Slots: 7/9
Fracture | Novice 8
You send off a force of mana to sunder solid objects. If the target is not solid, this spell has dwindling effects against most liquids and no effect against gases or other types of matter.
Mana Bolt | Apprentice 6
Fire a bolt of condensed mana at the target creature.
Elemental Adept: Cold
Controlled Projectile: You are able to control the projectile mid-air. Moving it as you please.
Ritual of Enchantment: Increased Space | Beginner 7
At the cost of a large sum of mana, inscript an object to increase its internal volume.
The more mana infused into the ritual, the larger the volume is expanded. Note this is a conjured space. Putting another object that has had its volume increased in this manner into another will cause a small explosion and destroy both.
Personal Storage: You gain access to personal interdimensional storage. Its size is equal to this spell's ranking.
Summon Elemental: Novice 1
You can summon one of three elemental types: Lightning, Earth, and Ice. Each Elemental will remain until either destroyed or dismissed. They are physical elements given shape by your own mana, and until that mana is dissipated, you can not regain it.
Each Elemental has been given a form predetermined on your perspective of each element you have internalized.
Lightning Elemental(Support): This elemental will infuse itself into a set of armor, weapon, or similar item giving its wielder a buff to their speed.
Earth Elemental(Tank): This Elemental will stand sturdy, taking on attacks from enemies for allies.
Ice(Deteriorate): This Elemental will slowly whittle down enemies. Causing them to succumb to a slow and painful death.
You can only have a maximum of three elementals at a time. Additionally, you can not have more than two of the same kind summoned at once.
Summon Familiar: Agnox | Unranked
You may summon your bonded familiar, Agnox at any time or return him to your soulscape. If Agnox dies, you lose access to this spell. Skill rank is dependent upon Agnox’s Level.
Summon Jeffery | Apprentice 4
You summon an Infernal Wolf to your service, costing a large amount of mana. The wolf has free will, and may not follow your commands if it thinks something else would benefit better.
The wolf remains until killed or dismissed.
Thick Fur: Increase resistance to elemental attacks.
Power: Jeffery’s overall physical strength has improved. Improves further based on your own Strength stat.
Summon Wispy & Whis | Apprentice 5
You summon one or both of your wisps to your service costing a moderate amount of mana. Once summoned, it will not cost any additional mana, but you will not regenerate lost mana until the wisp(s) is either killed or dismissed.
The wisp(s) will remain near the summoner once summoned to constantly feed off mana for survival in your world. wisp can attack creatures nearby with bolts of energy from the wisp's own personal reservoir of mana.
Although frail, these creatures are the perfect companion to both spell casters and guards, as they give off a small amount of light as well.
Double Trouble: Allows you to summon an additional wisp.
Channel Barrage: You can channel mana into your wisps to increase their attack output
Titles:
Big 100: For reaching 100 in all stats, they are all increased by +1%\\
Child of Axiom: For being the ninth person to develop a Glint of Truth, you are rewarded +5 to Class related Stats, All Stats +2%
Classy: For acquiring your chosen Class before the end of the Tutorial gain +2 to all stats
Dungeoneer VII: +7 to all stats
Flase Life: For creating a false lifeform, you are granted this title. +5 to Vitality
Forerunner: For being the 97th person in your world to obtain a class gain +5% to all stats
Hearth Crystal Owner: You are the leader of your claimed area. With great responsibilities comes great power. +10% to all stats
Lawyer: As the first Human to read the terms and conditions from start to finish you gained a Unique Title! This title grants you +5 to Wisdom and Intelligence.
Pack Leader: Summon Jeffery Title
Solo Delver III: For clearing out at most a Beginner Dungeon alone, you are awarded +4% to all stats.
Soloist: Soloist For completing an area quest alone and being the first to do so, you are granted a title of the highest degree. +20 to all stats. +5% to all stats.
Survivor II: For surviving the claim of The System and the first phase, you have been awarded an increase to overall health. +10 to Vitality
Warlock: You have struck a deal with a being of power that exceeds The Final Step in cultivating. As such, you have acquired a title befitting this achievement. This title makes others of the same tier more aware of you. This title makes The System more aware of you. This title increases the odds of a System approved upgrade by 3%. +30 Dexterity, +20 Intelligence, + 10 Wisdom, +5 Endurance
Willful Power: For bending the will of five beings to your own, you are granted this title. +15 to Strength. +15 to Wisdom