> CONGRATULATIONS. You have come of age and are now a user of the System.
>
> Your base species received an upgrade.
>
> Your base species received an upgrade.
>
> You are a Battleborn Centaur Heritor. As a unique variant, you receive:
>
> 1 Attribute Point each level.
>
> +1 Strength every even level.
>
> +1 Endurance every odd level.
>
> +1 Willpower, Magic, alternating every odd level.
>
> +1 Dexterity, Mind, alternating every even level.
>
> +1 Ego, nothing, Soul, nothing, alternating every level.
>
> 12 Base HP and 6 Base Energy per level.
>
> 1 Perk every even level, plus on each level divisible by 2 (from Human Royalty).
>
> You are large-sized. Your HP pool is doubled. You deal double damage.
>
> You gained the Perk: Centaur Heritor (unique): Improve reactions with centaurs by two steps. You'll sense the location of important centaur heritage sites in a range of Soul x100 meters. As you visit them, you may unlock further Perks.
>
> You can have 3 professions.
>
> You can pick 1 Proficiency of any category.
> Your base Class is [Centaur Berserker (UR)]. You receive:
>
> 2 Weapon Proficiencies
>
> 2 Physical Proficiencies
>
> 0 Technical Proficiencies
>
> 0 Mystical Proficiencies
>
> +1 Strength every level.
>
> +1 Endurance every level.
>
> 12 Base HP and 2 Base Energy per level.
>
> 1 Perk every even level.
>
> You gained the Perk: Berserker Rage I (uncommon): You can enter a berserker rage. During your rage, you gain +2 to Strength and Endurance for up to SQRT(Endurance) minutes, up to SQRT(Strength) times per day. You receive a berserker rage debuff...
>
> Perk Synergy detected. User is immune to rage debuffs. Berserker rage debuff removed.
I knew that would happen. All the benefits of a berserker without any of the drawbacks. It seems proficiencies now have five categories. Professions, Weapon, Physical, Technical, and Mystical.
> Attributes above the cap. Withholding 870 Points. 937/100 Points withheld.
>
> * Surpasser XLIII (Ultra-Rare): Increase your Attribute caps by 430%. Gain 43 Attribute Points every 40 levels.
Shit. Forgot about this one and how much it hurts. Nine hundred Attribute points, gone.
> You have Skills. The Skill system was phased out. Updating...
> The Skills Bone Strengthening, Yoga, Epic Constitution, and Accelerated Moonbound Regeneration are absorbed by the Physical Mastery Proficiency.
>
> Physical Mastery [ 450 ]: You have great control of your body.
>
> * Constitution V: Multiply your Resource Pools and Regeneration by (Ego x Proficiency/12)%
> * Strong Bones: Increase bone resiliency by (Endurance x Proficiency/10)%
> * Pain Retribution: When an enemy causes you pain, your next offensive action deals (Proficiency/3)% extra damage.
> * Pain Channeling: When an event causes you pain, gain (Proficiency/10) extra Strength for (Proficiency/50) seconds.
> * Accelerated Regeneration XV: Increase your HP regeneration rage by (Endurance x Proficiency/8)%.
> * Instant Regeneration: Once per hour, whenever you are brought below (Proficiency/15)% of your maximum HP, recover (Proficiency/15)% of your maximum HP instantaneously.
> * Flexibility: Increase the range of motion for your joints by (Proficiencyx10)%.
> * Body Control: Add (Proficiency/10) to resist effects that steal control of your own body.
> * Mind Shield: Add (Proficiency/10) to resist effects that steal control of your own mind.
> * Regeneration Boost III: When under (40 + Proficiency/20)% of maximum HP, increase HP regeneration by (Proficiency/10)%
I had a lot to unpack. 450 was more than any creature alive could reach in a single life. Or was it? It seems that extensive training could lead to proficiency increases, aside from leveling up. While the bonuses more or less carried over, I could see a little nerfing happened there. However, most of the absorbed Skills were already capped. And now I could keep improving them. So it was basically one step backward to take two forward later.
> The Skills Bravery, Meditation, T'ai chi ch'üan, and Pain Resistance, are absorbed by the Mental Mastery Proficiency.
>
> Mental Mastery [ 300 ]: You have great control of your mind.
>
> * Pain Resistance: Ignore (Endurance x Proficiency/10)% of painful sensations.
> * Fear Resistance: Ignore (Willpower x Proficiency/10)% of fear effects.
> * Centered Mind: Add (Proficiency/10) to all tests to pierce illusions and resist mental influence.
> * Focused Meditation: If you stop to meditate, increase resource regeneration by (proficiency/5)%
> * Meditative Center: If you stop to meditate, gain a new resistance test against mental and physical debuffs with a (Proficiency/5)% bonus.
> * Extended Longevity: Increase lifespan by (Proficiency/10)%
> * Prescience IV: Predict attacks (Proficiency/600) seconds before they happen.
> * Improved Recovery X: Increase all recovery rates by (Proficiency/5)%
>
> You gained the heritage Perk: Pioneer of T'ai chi ch'üan(heritage): Increase all Attributes by +2.
>
>
> The Skills Leaping, Double Jump, Long, Backflip, Tumbling, Wild Wrangler, and Hiking are absorbed by the Mobility Proficiency.
>
> Mobility [ 200 ]: Your movement is greatly improved.
>
> * Long Jump: Increase jump distance (2*Proficiency)%.
> * Double Jump: Skip and jump again on a horizontal or positive-angled surface. up to (Proficiency/20) times in a single bound.
> * Jump Rotation: You can rotate up to (3* Proficiency) degrees mid-air, per jump.
> * Precise Jumps: Increase jump precision by (Proficiency/2)%.
> * Aerodynamic Control: Decrease wind interference by (Proficiency/3)%.
> * Hiking: Increase overland speed by (Proficiency/3)%.
> * Endurance: Reduce fatigue generated by movement by (Proficiency/3)%.
> * Forced March: By doubling the fatigue, you can move (Proficiency/3)% faster.
> * Fast: Increase all movement speeds by (Proficiency/3)%
> * All-Terrain Movement: Reduce terrain penalties by (Proficiency/3)%
>
>
> The Skills Defensive Roll, Dodge, Track, Break Cypher, and Surreptitiousness were absorbed into Evasion
>
> The Perks Nimble Dodge, Harried Dodge, and Lucky Evasion were absorbed into Evasion.
>
> Evasion [ 315 ]: You can avoid getting hit.
>
> * Roll with It: If you have room to tumble, reduce critical hit damage by (Proficiency/10)%.
> * Dodge: increase evasion rate by (Proficiency/2)%.
> * Mitigate: Reduce damage from physical attacks by (Proficiency/10)%.
> * Stagger: When you dodge a melee attack, stagger the enemy by (Proficiency/1000) seconds.
> * Chain Breaker: Staggered enemies lose (20+Proficiency/10)% accuracy on the next attack.
> * Stealth IV: Detection tests against you suffer a (Proficiency/2) penalty.
> * Evade Traps: Half speed: your stealth works on traps.
> * Ward Bypass: Half speed: your stealth works on wards.
> * Sensory evasion: Your Stealth works for all senses.
> * Surreptitious: Opponents need to win two tests to detect you.
> * Light Steps: Reduce the pressure of your steps by (Proficiency/3)%.
> * Trackless: You leave (Proficiency/3)%. fainter tracks.
> * Muffle Sounds: Objects you are touching to make (Proficiency/3)% less noise.
> * Track: Add (Proficiency/5) to your Mind tests to follow tracks.
> * Decypher: Add (Proficiency/5) to your Mind tests to break ciphers.
> * Giant-Fooler: against an enemy one size or bigger than you, add (Proficiency/10)% extra dodge and movement speed.
> * Harried: Handle up to (Proficiency/30) enemies before your defenses suffer.
> * All-or-Nothing: If you fail to dodge, spend (100*Damage/Luck*Proficiency) to evade the attack.
>
>
>
> Love this novel? Read it on Royal Road to ensure the author gets credit.
>
> The Skills Wild Wrangler, Royal Order, and Teaching were absorbed into Leadership.
>
> Leadership [180] You can handle people, tame creatures, and train them.
>
> * Wrangling: You can tame creatures with a (Proficiency/5) Charisma bonus.
> * Group Taming: You can tame (Proficiency/15) extra creatures.
> * Fast Training: Creatures under your tutelage learn (Proficiency/5)% faster.
> * Teaching: Increase pupils' Proficiency gain by (Proficiency/5)%.
> * Class Teaching: You can have (Proficiency/10) pupils.
> * Extended training: Your classes can last at most (Proficiency/30) hours for the same subject.
> * Royal Order III: Add (Proficiency/3) Charisma bonus to force people to do your bidding.
> * Loyalty Boost: Add (Proficiency/5) to subjects' tests to resist corruption and outside influence.
> * Royal Command: Spend [Target's Willpower x SQRT(Ego) x SQRT(Soul)] Energy to add (Proficiency/5) to a Royal Order check.
> * Quest Giving: Spend (100 - Proficiency/10) x Target's Base Exp value of your own Exp to give an individual a quest that awards Base Exp.
>
>
>
> You gained the perk: Ride Anything(ultra-rare): You can ride any creature that can hold your weight and you can climb onto.
>
> Language Skills no longer exist. You have a 15 bonus to apply to one proficiency.
>
> The Skills Giant-Fighting, Backstab, Mind's Blank, and Throw Threads were absorbed into Combat Technique.
>
> Combat Technique [105] You are trained in several special moves.
>
> * Giant-Fighting: When attacking creatures at least one size larger than you, gain (Proficiency/3)% to damage.
> * Cruel Strike: Add (Proficiency/5) to base damage when attacking enemies that can't defend against you.
> * Backstab: Gain (2*Proficiency)% bonus damage when striking an enemy's back.
> * Sap: When you deliver a Backstab or Cruel Strike, you can forfeit the damage to knock the opponent unconscious for 6*[Base damage + Sum of Multipliers] minutes
> * Throw Threads: You can throw threads at a distance of (Willpower x Proficiency/5) meters with a (Proficiency)% accuracy bonus.
> * Wind Threads: Your threads ignore (Proficiency/2)% of air resistance and wind.
> * Mind Blank: Delay your attack by (2 - Proficiency/100) seconds. It scores a critical automatically.
>
>
>
> The Skills Claws, Bite, and Tail Slap were absorbed into Wild Warrior.
>
> The Perks Vorpal Teethm, Vorpal Claws, Improved Critical [Bite], Improved Natural Attack [Bite], Natural Attack Specialization [Bite], Squirt Venom, Frenzied Barrage [Claws], Improved Maim [Claws], and Dislocate Jaw were absorbed into Wild Warrior.
>
> Wild Warrior [300] You specialize in fighting with your natural weapons.
>
> * Claw: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Bite: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Tail Slap: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Bleed Rake: Slashing attacks bleed for (Proficiency/5)% more damage and last (Proficiency/5)% longer.
> * Bite Expert: Ignore (Proficiency/5)% of target's defenses.
> * Vicious Bite: deal (Proficiency/5)% extra damage.
> * Vicious Claws: deal (Proficiency/5)% extra damage.
> * Claw Mastery: Deal (Proficiency/20) extra d8 damage.
> * Bite Mastery: Deal (Proficiency/25) extra d10 damage.
> * Sealed Throat: Ignore (Proficiency/3)% of harmful effects from things you bite
> * Claw Criticals: Critical multiplier increases by (Proficiency/100).
> * Vorpal Teeth: You have (Proficiency/5)% chance to sever a limb on a critical
> * Vorpal Claws: You have (Proficiency/5)% chance to sever a limb on a critical
> * Improved Critical: Add (Proficiency/10)% to critical chance.
> * Enhanced Bite: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.
> * Enhanced Claws: Add (Proficiency/5) base damage, (Proficiency/2)% accuracy.
> * Squirt Venom: Range (Proficiency/5) meters, (Proficiency/5) damage.
> * Frenzy: Spend (100 - Proficiency/10) MP to attack again 50% faster.
> * Maim: Slashing attacks disable a limb for (Proficiency/10) minutes.
> * Dislocate Jaw: Your bite damage is (Proficiency/150) sizes bigger.
Okay? The Perks got weaker, but the proficiency level... the damage added to the attacks... holy...
> The Skills Karate, Judo, and Aikido were absorbed into Martial Arts.
>
> Martial Arts [180] You can fight with bare hands and feet.
>
> * Karate: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Judo: (Proficiency)% damage, (Proficiency)% accuracy, (Proficiency/20) meters throw distance.
> * Aikido: (Proficiency/2)% extra dodge, accuracy of counterattacks.
> * Quick-Step: (Proficiency/5)% extra movement when in combat.
> * Combat Sense: Add (Proficiency/5) to sense hidden attacks or traps.
> * Perfect Parry: Reduce damage from blocked attacks by (Proficiency/2)%
> * Deflect Spells: Spend (500 - Proficiency) Energy to deflect (Proficiency/2)% of a spell's damage.
> * Punch Kata: Add (Proficiency/30)d6 to your Karate base damage.
> * 一教 (Ikkyo): When grappling with a humanoid enemy, retain (Proficiency/3) of your combat ability.
> * 天地投げ (Tenchi Nage): Repels an enemy attempting to grapple you, throwing it away from you.
> * Bo Kata: You can use a staff instead of your bare hands or feet.
> * Inner Ki: Gain (Proficiency/20) base HP and MP.
Wait. You can get HP and MP from proficiencies? Damn. Add those 15 freebie points to [Physical Mastery]. Let me see what I can get.
> You learned the ability: Perfect Health: Gain (Proficiency/15) base HP.
Now we're talking! Plus thirty-one base HP. Nothing to scoff at!
> The Skills Share Assassin Contract, Assassinate, and Track Contract were absorbed into Assassination.
>
> The Perks Death Blow and Stunning Ambush were absorbed into Assassination.
>
> Assassination [90] - You are skilled in the art of ending lives.
>
> * Share Contract: You can transfer information about a mark.
> * Kill Strike: (2*Proficiency)% damage if the target has a contract and is unaware of you.
> * Death Blow: Pay (1,000 - 2*Proficiency) MP to deal (4*Proficiency)% damage on an ambush.
> * Sense Contract: You can tell the general direction and distance to a contract within (Mind x Proficiency/5) meters.
> * Stun Strike: Your ambushes stun a target for (Proficiency/20) seconds.
> * Deathberry Sap: Your ambushes cause poison debuff for (2*Proficiency) damage per second over (Proficiency/10) seconds.
>
>
>
> The Skill Blade Sage was converted into Blades.
>
> Blades [120] You are proficient with all kinds of bladed weapons.
>
> * Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Sage: (2*Proficiency)% damage.
> * Master: Deal (Proficiency/25) extra d10 damage.
> * Strong Grip: You cannot be disarmed by those with lower proficiency.
> * Critical Chance: Add (Proficiency/10)% to critical chance.
> * Critical Damage: Add (Proficiency)% to critical damage.
> * Sharpness: Add (Proficiency/5) to base damage.
> * Bladekeeper: weapon ignores (Proficiency/2)% of damage received.
>
>
>
> The Skill One-Handed Bludegoning Expertise was converted into Clubs.
>
> Clubs [60] You are proficient with One-Handed Bludgeoning weapons.
>
> * Strike: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Master: Deal (Proficiency/30) extra d12 damage.
> * Staggering Blows: Hits stagger enemies for (Proficiency/300) seconds.
> * Numbing: Hits numb opponents, reducing combat proficiencies by (Proficiency/10) for (Proficiency/30) seconds.
>
>
>
> The Skills Remove Curse, Ritualist [Blood], Elven Spell-song, Evoker, Elementalist, and Countersong were absorbed into Spellcaster.
>
> The Perks Sorcery, Spell-Song, Wizardry, Moon Magic, Overcharge Magic, Crystallize Spell, Intuitive Retroanalysis, and Manaborne Reservoir were absorbed into Spellcaster.
>
> Spellcaster [ 500 ] . You can give magic shape and purpose.
>
> * Spell Power: (2*Proficiency)% damage, (Proficiency)% accuracy.
> * Master Caster: (2*Proficiency)% damage
> * Spell Efficiency III: Spells are (75)% cheaper [maxed].
> * Grandmaster Efficiency III: Spells are (75)% cheaper [maxed].
> * Wizardry: Your spells use diagrams. They are cheaper but slower to cast.
> * Sorcery: Your spells use imagination and willpower. They are faster but more expensive.
> * Spell-Song: You weave magic into your songs. All spells end if you stop singing.
> * Moon Magic: For each moon in the sky, your magic is (Proficiency/15)% stronger and (Proficiency/30)% cheaper.
> * Overcharge: You can spend 2x the spell's base MP to increase damage by 100%, up to (Proficiency/20) times.
> * Core Charge: Use a Magic Core to fuel spells. Each level of a core is good for (Proficiencyx20) MP.
> * Retroanalysis: Add (proficiency/5) to Mind checks to learn an enemy spell.
> * Mana reservoir: You can store MP above the cap. For each (20+Proficiency/10)% of your capacity, divide the MP gained by 2.
> * Elemental Resistance: You resist (75)% of elemental damage [maxed].
> * Added Effect: Your elemental spells cause secondary effects.
> * Spell Stability: Add (Proficiency/5) to the difficulty to unravel your magic.
> * Blood Rituals: Use fresh blood to fuel spells. Each 10ml of blood is good for (Donor's Level + Proficiency/10) MP. Rituals take at least 1 hour.
> * Curse-Breaker: Add (Proficiency/5) to Magic to break curses.
> * Curse Subversion: Convert curses you break into Perks.
> * Magic Resistance: You resist (75)% of all non-elemental spell damage [maxed].
> * Spell Resistance: Add (Proficiency/10) to resist spells cast on you.
> * Elemental Admixture: Combine 2 elements for added effects.
> * Curse Resistance: Add (Proficiency/10) to the difficulty of cursing you.
> * Harness Nature: Spells cast in the presence of an element are (Proficiency/2)% stronger.
> * Dispel Siphon: Failed attempts to dispel your magic refill you for (20+Proficiency/10)% of the spent MP.
> * Magic Prowess: Gain (Proficiency/15) base Energy.
> * Grandmaster Spellcaster: Gain (Proficiency/50) Willpower.
> * Mind over Magic: Gain (Proficiency/50) Magic.
> * Magic Circuit: Gain (Proficiency/50) Mind.
> * Mana Funnel: Increase your Energy regeneration by (Proficiency/10)%
I clutched my head. Gaining thirty Attribute Points just because I'd stacked three lifetimes of spellcasting into a single Proficiency was too much. Moments later, I recovered from the headache. I was happy for my newfound magic power.
That's when the nerf hit me. Hard.
> The following Perks have changed by unanimous vote of the Administrators:
>
> * Fast-Learner (unique): Multiply your Exp gains by (5 ^[ Enemy's Rank +1]).
One could think changing to 5 down from 8 is not a big deal, but the rank 4 bonus went down from 32,768 to 3,125. More than ten times less Exp.