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DCO: Loremaster ch 23

Terrance finished tightening the bolt that kept Sargent’s left shoulder protector. With the skirmish upcoming, he decided to cheat a little bit and bought mats from the fourth floor onwards. Pirate gold went into the dino’s chips and other related parts as an example. Cybernetic targeting and weaponry went in from the fifth and so on. To his surprise, the bots level shot up from the mid-60s all the way up to 100. It made sense as the bots base race was of a level twenty velocoraptor. Add in ten levels for elite status and another ten for the mid boss blueprint. Fifty from five floors of upgrades over its original floor and then finally the last ten came from Terrance pathifist achievement and class combination. Finishing the grooming task for that mob increased all summons, pets, and mounts of that particular mob type. With all the work on the elites and his own mount. It was rather easy to do.

[NOTE FROM ZALEX: due to the cannon story not having a level 100 enemy yet. (and it is such a pain to find mob stats on RR) I am going to use this for now. It is important to note that the stats are not what make Sargent op, it is his resistances after his upgrade.]

Sargent (elite)

Race- velocoraptor (miniboss rank) (100)

Hp- 120,000/120,000 (12,000 rpm)

Mp- 100,000/100,000 (10,000 rpm, overcharge cap 1,000,000)

St- 800

Dex- 1000

Agi- 1000

End- 1200

Int- 1000

Wis- 1000

Resistances

Damage- immune to 12,000 or less (after all other defenses and resistances apply)(6000 with shield)

Fire- 85%

water/cold- 85%

Lightning- absorb to mana (100 damage to 1 mana conversion)

Air- 75%

Mind- immune

Plague- immune

Poison- immune

Disease- immune

Psychic- directly immune, indirectly 75% (after physical damage resistances apply)

Blugen- 95%

Slash- 95%

Pierce- 50%

Divine- 90%

Space- immune

Time- immune

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Nature- 85%

Earth- 85% (after physical damage resistances apply)

Light- 95%

Dark-75%

Traits

Nanomachine blood- Sargent can heal at a rate of one percent of his max hp every six seconds. In addition, Sargent can use mana in a 1 mana to 1 health recovery ratio to heal up to double the speed of his base regeneration. Can also redirect electrical currents for rapid absorption at a 100 damage to one mana regeneration (ignoring all resistances and defense for this)

True sentience ai- Sargent is not a common bot. Its intelligence is on par to a boss his own level. In addition, it is a learning machine and has an understanding of tactics, coordination, communications, and more. This also makes it immune to direct mind and logic-based attacks.

Uphold the law- Sargent is a peacekeeper. Any criminal activity it sees it will attempt to intervene in. In addition, it provides escort to weaker players through more hostile regions. Important to note a player's karma heavily affects this trait.

Prototype quantum generator- The core of Sargent is a quantum generator. This generator acts as its heart and fuel source and engine as one. Only a prototype, the generator is a flawed but stable design granting a large mana pool and allows for rapid mana regeneration, even in combat. If damaged severely enough Sargent will enter meltdown mode. Also fixes local dimensions so no space or time magic can be used in a 50m proximity of the generator. Quantum generator can store up to 10x base capacity as temporary mana (loss at a rate of base rpm)

Fusion tec- Sargent is a fusion of multiple layers of materials governed by a highly adaptive subsystem using nanomachines. This causes each resource to be exploited to its fullest while having other materials covering for where it is lacking most.

Elite- this unit is an elite. Gaining ten bonus levels and then having it’s stats doubled.(additive)

Artificer creation- this unit is an artificer’s creation. Grants ten bonus levels and has it’s stats doubled (additive)

Wasteland survivor- grants immunity to plagues, poisons, and disease.

Built-in communications- Can not be stunned, silenced, or blinded. When destroyed, the core personality will be moved to a safe location.

Skills/abilities

Protect and serve- Sargent will gain stats (Lx1.05+5)x2 distributed to anyone stat of choice for a duration of 5 minutes. Cost 1,000 mana to cast and 50 mana rpm to maintain. The cooldown is 15 minutes

Laser Autocannons- (add complicated damage explanation here. Basically mild damage at a high rate of fire for 50 seconds, with 10 seconds reload.) Rapid firing military-grade laser autocannons that use stored mana to fire. (with a max mana usage of 10 mana a second)

Energy shielding- Create a dome of hexagon-shaped panels to take damage for those inside the dome. (prevents 100 damage per 1 mana used) Damage reductions based on resistances apply at half values. (immune is still immune, absorb is still absorb)

Call for backup- Can call any ai member of DCPD as backup at the cost of mana. Each unit summoned costs mana based on the strength of the unit.

Meltdown(special, can not be triggered till at least under 25% max hp)- In the case, the PQG is damaged enough to start to become unstable, Sargent will enter meltdown mode for sixty seconds making him invincible for the duration and immune to all attacks and effects but unable to attack or defend. Which will cause an explosion with a range of 500m radius that deals base max hp of Sargent * level of Sargent / 10 when the countdown hits 0. Anything between 500m and 1000m radius will be proportionally less based upon the range from the initial blast down to half base damage. Anything after that will receive 1 less % damage every 4m from the blast over 200m. Anything caught in the blast radius of 1000m will be affected by a multitude of time and space magic-based status ailments and the area of the blast will have a dimensional tear effect that will cause 1000 damage a second and be affected by a gravitational pull toward a singularity where the origination of the blase occurred. Gravity pulls strength is proportional to the distance from the singularity. The closer it is, the stronger it is. Meltdown activation disables Last Stand. (note: Sargent will uphold its primary directive of ‘protect and serve’ opting to minimize neutral or friendly damage over damaging the enemy as much as possible.)

Last stand(special)- when Sargent hp is reduced to under 5% (damage will hard stop at this amount from any amount over it till the skill fully activates.) Sargent can enter the last stand. This will fully restore Sargent to full hp but empty the PDG of all mana. Preventing regeneration and deactivating all resistances. This however allows unlimited use of LAC, PAS, and ES at a cost proportional to mana to be pulled directly from his hp. Strength, agility, intelligence stats are all numerically doubled while all other stats are halved. This skill persists till Sargent deactivates or force shuts down via transferring its core personality to its safe location. Meltdown can not be used if Last Stand activates.

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