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Softly Awakening to the Apocalypse
20: Stats, Stats, Stats

20: Stats, Stats, Stats

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Please review your Stats and Perks and choose your second threshold perks for both classes.

The realization that he was going to get double the perks hit him like a hammer. How many new perks he was going to have? Thirteen from the new class, for sure, and… four in the old class. Five if he counted the perk he asked the System to choose for him. He had no idea what it did. So eighteen! That made Rowan’s head turn. In the end, he inspected his stats and the new perks available.

Name: Rowan Allinder. Main Class: Indomitable. Tier: Legendary, Level 50 Secondary Class: Primeval Magus. Tier: Mythical

28 APs available

STR: 50 / DEX: 50 / CON: 50 / INT: 50 / WIL: 77 / CHA: 50

NEW PERKS OBTAINED

!Chosen by the System! Intelligence Perk, Threshold 2: Karmic Intuition. Some call it Hoarding, but the truth is out there. Be it a cigarette butt, or an oily empty sardine can, any object carries Karma. If you feel the need to collect some trash, do it. There will come a moment in your life when that trash could save your life.

Charisma Perk, Threshold 1: Redeemed. You have started your voyage as a Classed with a low Charisma. Through hard work, you have climbed your way up. People will be +25% more inclined to forgive your mistakes and blunders.

Current perks for Secondary Class: Primeval Magus

Will Perk, Threshold 1: Your Concentration, in or out of Battle, is increased by 25%. You will stay focused for longer and detect and resist Mind Spells of the lower tier. Magical Attacks’ Critical Chance is increased by +25%.

Will Perk, Threshold 3: Your Concentration, in or out of Battle, is increased by 50%. You will stay focused for longer, train for longer periods, and detect and resist Mind Spells of the higher tier. Magical Attacks’ Critical Chance is increased to 50%.

Strength Perk, Threshold 1: Sonar. One of the superior aspects of Mana Sense. Successful physical hits (including projectiles) send signals into the Target’s body. 25% + Critical Chance of highlighting their weak spots. This Perk is applied through Spells, Skills, and Perks, learning it through practice and experimentation.

Constitution Perk, Threshold 1: Vital Resistance. Your vitals have a +25% toughness compared to the rest of your body and regenerate 25% faster. Hits against your vitals are not considered instant lethal damage anymore and can be healed like any other wound. Access to spell: Combat Heal. Although not as potent as a channeled Heal, this spell restores 100HP for 300MP instantly, Training and practice will improve efficacy and cost.

Dexterity Perk, Threshold 1: Plus Crit. Increases your Physical Attacks' Critical Chance by 5%.

Intelligence Perk, Threshold 1: Gretchen’s Question (Mythical). Asking silly questions might give unexpected results, revealing if Target is lying or hiding something.

Charisma Perk, Threshold 1: Confidence. Your presence inspires calm and people are inclined to follow your orders and suggestions.

Finally, it was time to choose his new perks. Heart trying to jump out of his chest, he proceeded.

Indomitable Class.

Strength Perk, Threshold 2. Choose between:

1: Double your Perk 1 chance to ignore Evade, Dodges, Parries, or Blocks to 50% (Max. for non-STR main builds)

2: Increase your base damage with Physical attacks by 25%

Pfff… both are good. Let’s take option two… Diversify...

Constitution Perk, Threshold 2. Choose between:

1: Double your Perk 1 to +25% all physical resistances, +25% to Natural Regeneration (HP). Max value possible for non-Main Con builds.

2: Endurance. Perform physical activities for 25% longer. You need 25% less sleep.

Considering the first CON perk in his secondary class, he went with option one.

Dexterity Perk, Threshold 2, Choose between:

1: Increase the speed of your attacks by 25%

2: Increase the speed of your parries, blocks, and evades by 25%

This is not fair. I want both!

A Bespoke choice was selected due to your high WIL: Increase the speed of your attacks, blocks, parries, and evades by 12.5 % Bespoke choices are available only when perk choices are complementary or similar.

Eh eh eh… FUCK! It could have worked for the Constitution Perk too… I want a reroll, now!... Pretty please?

There was no answer so he went on.

Charisma Perk, Threshold 2. Chose between:

1: Increase MP. Your CHA Stat is added to your Mana Pool.

2: Persuasion: You have a +25% chance to convince enemies to change sides, surrender, or retreat.

He went with the first option instantly.

Primeval Magus Class.

This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.

Strength Perk, Threshold 2. Choose between:

1: + Damage. Physical hits send waves of secondary damage into the enemy’s bodies. +5% to base Physical Damage.

2: Critical Spot. If your STR Perk 1 has detected a weakness, any future hit against that spot will be a Crit.

The second option was selected without much ado.

Constitution Perk, Threshold 2. Choose between:

1: Double your 1st perk value.

2: Delayed Truth. Once per day, when Lethal Damage is applied to you, you have a ten-second interval in which your HP cannot go below 0 and you are invulnerable to all forms of damage. You must heal for at least 15% of your HP before the ten seconds expire or you will die.

There was no hesitation here. Two.

Dexterity Perk, Threshold 2. Choose between:

1: Add + 5% Critical Chance to your Perk 1

2: Add +5% Chance to Parry, Block, or Evade.

Can I take the Bespoke again?

Bespoke option selected: +2.5 to Critical Chance, Parry, Block, and Evade.

Intelligence Perk, Threshold 2. Choose between:

1: Enhanced Analysis. Inspecting Targets offers information about their offensive capabilities. Only works out of combat.

2: Svartálfar Stare, aka The Cold Stare (Mythical). Maybe it’s pure coincidence, or maybe you have a Shadow Elf in your lineage. Staring at a Target provokes Unease and might allow you to guess compromising secrets, while also lowering your foe's overall performance by 10%. Doesn’t work on constructs. With training, it can be advanced to cause various other effects. No Mana cost.

He liked one, a lot, but it meant being able to see a foe before a fight, which was situational. Two was a stretch… but it had the same tier and vibe as the first perk. He wondered if it could lead to more potent perks, so, after taking a deep breath, he selected it.

Will Perk, Threshold 2. Choose between:

1: Enhanced Meditation. Enter a state of deep relaxation, restoring HP and MP four times faster.

2: Joint Trip. You have smoked a mysterious tobacco, whose production is a well-guarded secret. For unknown reasons, your body and subconsciousness have detected a strange synergy with it and can replicate the effect. Builds one stack per day, up to 10 stacks. Activating one stack allows you to enter Hyperspace (also called the in-between, the Space, or the 4th dimension) for 30 seconds. DOTs cease once you enter the 4th dimension, and you become immune to all forms of damage and CC from the outside world. Your speed is increased x2. There is a 2-second pause between activating the next stacks.

“Yes! Yes! Yes!” Rowan screamed in joy. “Two!”

Charisma Perk, Threshold 2. Choose between:

1: Insight: Read thoughts, emotions, and intentions by examining a Target. Needs activation and proximity (touch, eye contact). Cost: 100 Mana/use. Warning: Can attract enmity. Synergizes with Sonar.

2: Reflect all damage taken to the Tank, if you are in a Party (Team), for ten seconds. Heal for the amount of half that damage. 10 minutes cooldown.

Two was a solid defensive choice. He could imagine both Isla and Cory talking him into taking it. Or Thomas throwing some nerdish about how he could mitigate it with some invulns or whatever. But Rowan was not the kind of man to risk killing his partners. One synergized well with his Main Class CHA second perk, so he chose that.

“Err… Is somebody up there, with Cory here? Can you show me an abridged version for all this stuff?”

[Randolph County Call Center]: Complying with the request.

Name: Rowan Allinder. Lvl. 50

Main Class: Indomitable, Legendary, Secondary Class: Primeval Magus, Mythical

28 APs available

STR: 50 / DEX: 50 / CON: 50 / INT: 50 / WIL: 77 / CHA: 50

PERKS

WIL

Main Class Perk 1: Your Will replaces Strength as your Critical Damage multiplier and inflicts DOT

Main Class Perk 2: High-Tier Artifact User

Main Class Perk 3: Magical Synergy. Stats perform better, and you can enhance your spells, skills, or Perks with Magic.

Secondary Class Perk 1: Concentration + 25%. Resist minor Mind Spells. +25% Magical Attacks Critical Chance

Secondary Class Perk 2: Joint Trip. Build 1 stack/day (max 10) of a 30-second interdimensional travel.

Secondary Class Perk 3: Concentration + 50%. Resist major Mind Spells. +25% Spell Critical Chance

STR

Main Class Perk 1: 25% chance to ignore Evade, Dodges, Parries, or Blocks.

Main Class Perk 2: +25% base damage to Physical attacks

Secondary Class Perk 1: +25% chance of highlighting an enemy’s weak spots.

Secondary Class Perk 2: Hitting identified weak spots are guaranteed Crits.

CON

Main Class Perk 1+2: +50% all physical resistances, +50% to Natural Regeneration (HP)

Secondary Class Perk 1: Vital Resistance. +25% Toughness and Regen to Vitals. Hits against your vitals are not considered instant lethal damage anymore. Learned Spell: Combat Heal

Secondary Class Perk 2: Delayed Truth. Once per day, ignore Lethal Damage and become invulnerable for ten seconds.

DEX

Main Class Perk 1: Multi-Tasking, Autopilot. Your Subconsciousness can take control of your body.

Main Class Perk 2: Increase the speed of your attacks, blocks, parries, and evades by 12.5%

Secondary Class Perk 1: + 5% Critical Chance

Secondary Class Perk 2: Add + 2.5% Critical Chance, Parry, Block, or Evade.

INT

Main Class Perk 1: Strategy. You can read a situation better than most.

Main Class Perk 2: Karmic Intuition. You can feel if an object is important.

Secondary Class Perk 1: Gretchen’s Question. Questions have a chance to reveal secrets.

Secondary Class Perk 2: Svartálfar’s Stare. Staring provokes Targets to reveal secrets and lowers your enemies’ damage.

CHA

Main Class Perk 1: People will be +25% more inclined to forgive your mistakes and blunders.

Main Class Perk 2: Your CHA Stat is added to your Mana Pool.

Secondary Class Perk 1: Confident. Strangers are +25% more inclined to reveal their secrets to you.

Secondary Class Perk 2: Insight: Read thoughts, emotions, and intentions by examining a Target. Needs activation and proximity (touch, eye contact). Cost: 100 Mana/use. Warning: Can attract enmity. Synergizes with Sonar.