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Spider Wears a Hat: Monster Evolution LitRPG
4: Figureing out how to progress

4: Figureing out how to progress

I feel so much better, I don't hurt any more, my hunger is gone, and I think... I think the injury is smaller, the scratches seem a bit less bad at least.

Well, before I get ahead of myself, and before anything else, let's see what my current progression is.

Name = Level = 0 [1 Progress] Title = [Slayer] Type = Arachnid Family = None Class = None Home = Purple Hat Species = Common Spider Attributes

Body Mind Social Size 0.002 [Tiny Trait] Ego 1 Id 1 Strength 2 Intelligence 2 [+8 Item] Charisma 1 Agility 5 Cunning 1 Empathy 1 Toughness 1.7 /2 Sanity 0.7 /1 Submission 1 Stamina 1 Focus 1 Vigor 1 Traits

Racial Trained General Knowledge Feats Deeds [Arachnid Body] [General Knowledge 1] [Slayer] [Exoskeleton] [Arachnids Knowledge] [Ambusher] [Mindless Body] [Brain Spider] [Spinneret] [Venom] [Legs 8] [Tiny] Equipment

Head [Purple Hat]

Why are all the zeroes now 1? Is this because of the Brain Spider trait? Or maybe because oh, it's because I put a point in intelligence and no longer count as [Mindless]. That is so nice, I was a little worried I would have to put a point in each of the attributes. I had eight zeros, so that is a lot just to get here. I guess most creatures start at 1. Still other than Intelligence I just have a general understanding of what the mental and social attributes are for. I think, I need to know more, at least more about the other attributes. We will start with the Mental then Social, and then see see what the other can do for me. The class I take is going to help, but best I know before I get to that.

I grab my second grub, and start consuming it as I bring up the boxes.

Attribute: Ego Ego is a representation of how large a creature mind is. From the dumbest [Bird] to the genius [Electric Mind], most creatures have a mind. The notable exception being [Mindless] Egoless creatures who are controlled entirely by their [Id]. They are incapable of reason and thinking. Attribute: Intelligence Intelligence is a creatures capacity for thought, how much they are capable of knowing. Sometimes called Sapience, this attribute is the raw power of a beings mind. Without this a creature is a [Mindless] bug, incapable of even the smallest thoughts. With a high enough intelligence, a creature is capable of understanding anything. Attribute: Cunning Represents the Edo's flexibility and creativity. While powered by the minds intelligence, this is how capable the mind is at using itself to it's maximum capability. Attribute: Sanity Represents the Durability of the Ego. It is depleted by psychological damage, but it will return to the cap with regeneration. Current sanity is used when resisting mental conditions. Regeneration is slow unless modified, and drains focus. Attribute: Focus Represents the Energy available for all uses of the Ego, both traits and skills. Using it depletes current Focus, but it will return to the cap with regeneration.

Regenerated by resting and avoiding sources of stress.

Those descriptions are very similar to the ones for the Body. I guess they are similar then, just mental instead of physical. I still really want more Intelligence, but I could take a little Cunning.I note that Sanity is not full, just like Body. Is that because of the scary [Un-ended] and the thing it did to end the other [Grass Spider]? I really want decent attributes in all the durability then. I could have been ended if this was the case.

I finish up my grub, and shiver once more. I am lucky that everything has been frail so far, because if most creatures have 5-10 then a single hit to either body or mind could end me.

Still, I need the body that Old-me had, and New-me has Ego that I can certainly work on. I am sure what the social category is about, I am unsure why talking to creatures has an entire category of it's own. It is that important? Let's find out.

Attribute: Id Id is a representation of how a creatures instinct and desire. From humble [Insect] to the insatiable [Tyrant], all living creatures have desire. The notable exception being some [Constructs] Id-less creatures who are without purpose until they are give commands. These are incapable of decision making and independence. Attribute: Charisma Charisma is a creatures capacity to impose it's desire, as well as how much they are capable of desiring. This attribute is the raw power of a will. Without this a creature seems unimportant, incapable of even basic communication. With a high enough charisma, a creature is capable of communicating anything, and convincing other creatures to obey.

It is especially used in tests of Dominance, without traits a higher Charisma usually, but not always wins Dominance, amongst creatures of the same [Status] that is. Attribute: Empathy Represents the Id's flexibility and comprehension. While powered by the creatures charisma, this is how capable the creature is at using communication to it's maximum capability. Attribute: Submission Represents the Durability of the Id. A creature with a higher status or certain skills and traits can give a command. A creature can choose to react by either challenging or submit to the authority. Both submitting and failing a challenge cause obedience. Submission is the capability to retain ones Id and desires during obedience.

It is depleted by obedience, and is especially depleted if the command was challenged and the challenge failed. Having a higher Submission allows a creature to avoid breaking from interacting with powerful superiors, and keep from breaking if undergoing multiple obedience.

Unlike other Durability, this does not innately regenerate. It can be replenished via mundane social interactions. Certain traits can also regenerate Submission. Attribute: Vigor Represents the Energy available for all uses of the Id, both traits and skills. Using it depletes current Vigor, but it will return to the cap with regeneration.

Regenerated by resting and avoiding sources of stress.

YES!

Gosh, I am so glad I am not a [Construct] That other beetle might be one, and that's why it barely reacted to my bite. Oh it's like it's not a real creature. I understand now, this world is a social world, and [Mindless] was basically protecting me. At least with [Mindless Body] the worst that can happen is my mind is taken out and my body acts on my Id. I have a bit of an advantage at least.

Still, Submission is quite scary, if I understand this right. I think it's the most scary durability. A more powerful creature could make lesser creatures submit to it. I only have the 1 right now, with such a low Charisma I would break if anyone gave me a command. I need to be careful, I feel myself shaking with fear at the though someone could take control of me. I might spend my last point. I think if it was depleted I might lose all desire and be just like the [Clockwork Beetle]

Ok, well... this already feel like it's taken forever. I think we need to look at classes first and see what is available. I am definitely not going to go out of my [Hat] until I can survive a [Unended Grass Spider] With a bit of luck something will be able to help. Oh, Classes.

Available [Class Training] [Arachnid Class] +4 Agility, +1 Id You are a member of the Arachnid species, an insect-like species of eight legged bugs. Arachnids typically are agile, use poison, and the famous spider web, though not every Arachnid follows the typical, and everything from the humble Scorpian to the massive Titan-crab are part of this species. +1 [Arachnid Evolution], +1 [Arachnid Trait] [Family Class] = Error, no Family joined, Processing

Error Family Class availability mandatory for Sapient Creature

You grew up in a family of [Error] and were trained to join the family business. You could have gone a different way, but you showed talent as a [Error] and learned the family trade.

Family class must be selected as first progression or will be removed.

[Title: Slayer Class] +8 Strength, +6 Agility, +2 Cunning, +2 Empathy They said it wasn't possible, and you laughed at them. Your opponent was everything, and you were nothing. Yet it is not you who was ended. In a supreme display of skill and cunning you managed to find a weakness in an insurmountable foe, and you ended them. You are well on your way along the path of violence, and people will know you. +1 Trait with [Physical Attack] Tag [Simple Class] No Bonus You never amounted to anything No Bonus

Oh, another Error? What... what do I do. Can this be fixed, Old me doesn't recall a family, and I suspect they don't count. Can I get one? Besides that, well [Slayer] looks really good, but I am not really a fighter. I got lucky a few times, but I really don't want to be seeking out things to end. I can catch food in my web well enough. Still those attribute bonuses are really really good. [Arachnid] isn't bad, but what is evolution, is it... I need to know more. At least [Simple] is obviously a waste of time, I can't imagine a creature that would have to take it.

Error correction, selecting [Family Class] without an active family grants the [Adoptable] Trait [Adoptable] You are in search of a family to call your own. You gain half the bonus of the Family Class of your choice until you are formally adopted by someone with a connected class, and then the bonus become full. Basic Family Most often found in villages Gatherer Works with Taking, this family is known to learn the land and the best places to gather it's resources for themselves.

Fields: Miner, Woodcutter, Basket Gathering, Herb Lore, Quarry

[+6 Cunning ,+4 Stamina] +1 [Gather Trait] Hunter Works with Ending, this family is known to track down and End creature, harvesting resources from them.

Fields: Trapper, Sniper, Chaser, Ambush, Insect Gatherer

[+5 Agility ,+5 Stamina] +1 [Attack Trait] Farmer Works with Growing, this family is known to tend to a section of land, making it perfect to grow food.

Fields: Crop, Pasture, Tending

[+6 Stamina, +4 Cunning] +1 [Growing Trait] Common Family Most often found in towns Chef Works with Food, this family is know to combine food products into better tasting, and more effective foods.

Fields: Meat, Grain, Nutrition, Taste

[+4 Cunning, +2 Intelligence, +2 Submission] +1 [Cooking Trait] Artisan Works with Making, this family is known to combine resources to craft useful objects.

Fields: Smith, Carpenter, Weaver, Mason, Engineering, Clockwork,

[+4 Intelligence, +4 Cunning, +2 Focus] +1 [Craft Trait] Laborer Works with Strength, this family is known to use their bodies and strength to move and aid with heavy tasks

Fields: Carry, Teamster, Worker, Optimize

[+6 Strength, +2 Toughness, +2 Submission] +1 [Strength Trait] Server Works with Helping, this family is known to use their skills to care for the needs of their clients

Fields: Waitress, Maid, Innkeeper, Cleaning, Service

[+6 Empathy, +4 Submission] +1 [Assisting Trait] Defender Works with Protecting, this family is known to protect the community

Fields: Guard, Scout, Observer, Manage

[+6 Toughness, +2 Cunning, +2 Submission] +1 [Defend Trait] Mover Works with Moving, this family is known to move cargo from one place to another, sometimes people.

Fields: Driver, Carry, Teamster, Handler

[+4 Agility, +4 Strength,+2 Stamina] +1 [Agility Trait] Uncommon Family Most often found in cities Merchant Works with Exchange, this family is known to regulate the goods, as well as tend to the exchange of goods.

Fields: Trader, Shopkeep, Peddler, Manage

[+4 Cunning, +2 Empathy, +2 Intelligence, +2 Charisma] +1 [Trade Trait] Mater Work with Breeding, this family is known to use their skills to tend to a community mating needs.

Fields: Matchmaker, Mating, Attraction, Egg Tending, Service, Relief

[+4 Charisma, +4 Submission, +2 Empathy] +1 [Mate Trait] Owner Works with Owning, this family is known owning and managing something, usually property or expensive equipment.

Fields: Landowner, Company Owner, Rent, Manage, Lord, Criminal

[+10 Charisma] +1 [Administration Trait] Leader Works with Creatures, this family is known to lead a community, setting forth the path and leading them to a brighter future.

Fields: Chief, Command, Military, Guild, Manage, Lord, Royal, Criminal

[+4 Charisma, +4 Empathy, +2 Cunning] +1 [Command Trait] Librarian Works with Knowing, this family is known for storing and sharing knowledge, preserving a communities history

Fields: Teacher, Book-keeper, Observer, Manage

[+4 Cunning, +2 Charisma +2 Empathy, +2 Intelligence] +1 [Knowledge Trait] Scribe Works with Details, this family is known for using records, maintaining the details that keep the community operating

Fields: Law, Administration, Optimization, Organization, Fraud

[+8 Cunning, +2 Intelligence] +1 [Administration Trait] Lender Works with Coins, this family is known to lend out Coins and other goods to allow others to prosper

Fields: Banker, Rent, Book-keeper, Fraud, Teamwork

[+6 Cunning, +2 Intelligence, +2 Empathy] +1 [Value Trait] Investigator Works with Truth, this family is known to search for the truth in matter, combating crime and lies.

Fields: Detective, Lawyer, Judge, Magistrate, Truth

[+6 Empathy, +2 Intelligence, +2 Cunning] +1 [Truth Trait] Soldier Works with Ending, this family is known to organize large numbers of creatures during collaborative attempts to End a creature or more.

Fields: Military, Defender, Guard, Scout, Knight, Teamwork

[+8 Submission, +2 Toughness] +1 [Teamwork Trait] Rare Family Not found often, and tend to travel Storyteller Works with Memories, this family is known for telling tales of a community past and present.

Fields: Oral, Record, Perform,

[+8 Charisma, +2 Empathy] +1 [Knowledge Trait] Wizard Works with Learning, this family is known for studying and learning about the world, creating new knowledge Often wise and revered.

Fields: Inventor, Researcher, Experiment, Discover

[+10 Intelligence] +1 [Science trait] Pastor Works with Minds, this family is known for caring for their communities minds and heart, often well respected.

Fields: Psych, Faith, Guidance, Relief, Counseling

[+6 Empathy, +2 Cunning, +2 Charisma] +1 [Community Trait] Healer Works with Healing, this family is known for caring for their communities physical well being, often well respected

This book's true home is on another platform. Check it out there for the real experience.

Fields: Medicine, Surgery, Counseling

[+8 Cunning, +2 Intelligence, +2 Agility] +1 [Healing Trait] Artist Works with Thinking, this family is known for caring for their communities stress, providing outlets and insightful commentary

Fields: Insight, Creativity, Sculpture, Performance, Relief

[+8 Charisma, +2 Cunning] +1 [Inspiration Trait] Illicit Family Found often, though many wish they were not Thief Works with Stealing, this family conceals that it steals from it's community, taking goods that were promised elsewhere.

Fields: Pickpocket, Fence, Theft, Con, Sleight

[5 Agility, 5 Cunning] +1 [Rogue Trait] Liar Works with Faking, this family is known

Fields: Fence, Con, Forgery, Racket, Smuggle

[4 Charisma, 4 Empathy, +2 Submission] +1 [Dominance Trait] Thug Works with Hurting, this family is known

Fields: Racket, Intimidation, Pain, Blackmail

[+5 Strength, +5 Charisma] +1 [Combat Trait]

Wow, I guess that fixes it, but I have toooo many choices now. Half bonus is totally worth it for most of these. Only [Slayer] give better numbers, and I think that was because it was dangerous to get. Biggest problem is I only get one, and I have to take it now. I find it interesting that so many of these are about a community. Is that what a town or a village is? Another reason why Social attributes are really really important now. If that's the case, I think I can safely rule out most of the options that involve ending or fighting. I don't want to fight, I do like eating, but I don't want to be focused entirely on finding food... bugs are everywhere, it isn't hard to catch a few.

I could just skip the Family and go with [Arachnid], I know that is the path that I would have taken if it was just Old me. But, if I do that I will be just like the poor [Grass Spider] and get ended. I think I do need to take one of these, I can take [Arachnid] after my first level. Maybe [Slayer] if fighting is something I have to do. I also have to remember that class bonuses do not stack, and until I find a family, I only get half. That is still really good, the Family Class give me half of ten, while Arachnid only gives five attribute points. So almost the same, but Family will give me an extra five later... and I can pick a good one.

Ok, well let's see, what do I want in my first level. I want more Intelligence, and some more Cunning. You know what, I want Mental scores, I can take Slayer if I need Body stuff. Right now I am alone, so Social can wait until it's starting to look like that might change. I might put that last point in Submission just in case, but I don't need to be good at communication until I can meet other smart creatures.

Chef, Artisan, Server, Merchant, Mater, Leader, Librarian, Scribe, Lender, Investigator, Storyteller, Wizard, Pastor, Healer, Artist and Liar all help strengthen mental

If I am looking to have a little everywhere, then Chef, Artisan, Merchant, Mater, Leader, Librarian, Lender, Investigator, Pastor and Healer all provide bonuses in three different attributes. Some of those will just be one point, but at this point I really need the points.

Some of these though, they focus on things I don't understand. What are coins? why does that matter, and this includes property and truth. I could probably figure it out later but it sounds like it matters in a social community, so I think Lender, Investigator and... Merchant have to go. Merchant hurt, it had so many nice attributes, but I don't think I could use a Trade trait.

I think I need to cut out Social focuses stuff as well, so Mater, Leader, Storyteller, Pastor, Artist, and Liar. I am curious to why mating is a class, and leader sounded useful, but I just don't have need of what they could get me right now.

So that leaves Chef, Artisan, Librarian, and Healer... all give three bonuses (Ok Librarian gives 4) and are really Food, Make, Knowledge and Healing. So that is the big question, what do I need now. Let's just see... I can probably do without food, and while Knowledge could be useful, it looks like I would need a library to get the most use out of it. Healing may be useful, but I do regenerate. That leaves Make.

Let me have a Expanded look at that.

Artisan Works with Making, this family is known to combine resources to craft useful objects.

Artisan families are the backbone of society, they take raw material and transform it into useful goods. Civilization is filled with good that had to be made. This encompasses a wide range of Artisans, from the humble [Weaver] to the skilled [Engineer], many of them sharing skills and traits with one another.

Example Fields: Smith, Carpenter, Weaver, Mason, Engineering, Clockwork,

[+4 Intelligence, +4 Cunning, +2 Focus] +1 [Craft Trait]

Oh, didn't I see... Weaver, and Clockwork, I have see those terms elsewhere. The limp hard [Clockwork Beetle] outside is clockwork, and... Oh the [Purple Hat]! I thought it was made of silk just like mine. I said it was woven, but what if it was weaved... I need to see, can I make stuff like that if I take a Craft Trait?

Head [Purple Hat] [Enchanted Purple Silk Cloche] Bonus +8 Intelligence This stylish hat is crafted from rare purple silk, and crafted with the great skill of a Weaver. It confers a temporary intelligence bonus to the wearer.

It woven into a Cloche style hat, using special silk from a rare spider, it has been enchanted.

That is more detail than before, but YES! I can make things like this if I take Artisan. That is great, I think that does it. I already can weave silk, so I need is food, and I can start making stuff, maybe even better nets... I wound get a bit smarter as well... I got smarter after the last time I looked at the Hat, would getting more Intelligence let me know more about the Hat... would it let me do stuff with the [Clockwork Beetle]? The description of Id said Constructs have no Id of their own and will listen to me. Will it help me?

I'm gonna do it. I will take [Artisan Family Class] now, and then next progression I will probably take [Arachnid Class] That should also let me put my last point in Submission... and I get a [Craft Trait]. But... but before I do, I am going to finish the [Horned Beetle] I ended.

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That is better, I don't know why I got hungry like that, does thinking take Stamina? Maybe just time passing does, it has been ages since I started poking the boxes and figuring this out. Ok, let's get this started. Select [Artisan Family Class] for my progression please.

[Artisan Family Class Selected] +[2]4 Intelligence

+[2]4 Cunning

+[1]2 Focus

+1 Attribute(Level) +1 [Adoptable]

+1 [Craft Trait]

+3 [Starter Trait] Attributes Unspent 1/1 Attribute(Level)

1/5 Attribute(Title) Traits Unspent Craft Trait Options Starter Trait Options (Pre-req)

[Craft Textile 5] (Recommended) (Racial Bonus) Crafting with Threads

[Craft Metal 1] Crafting with Metal

[Craft Wood 1] Crafting with Wood

[Craft Stone 1] Crafting with Stone

[Craft Leather 1] Crafting with Creature parts

[Craft Clay 1] Crafting with Clay

[Craft Tinker 1] Crafting with assorted ingredients

[Knowledge Mnoko Deepmarsh 3] (Resident) Gain Knowledge of the area known as the Mnoko Deepmarsh

[Wanderer] (Resident) Not from anywhere, you can live anywhere, increases ability to find useful raw materials.

[EnVenom] (Racial) Can poison parts of body as preparation, Poison more potent

[Spinneret 5] (Racial) (Racial Bonus) Can adjust properties of silk.

[Stealth 1] (Agility) This Training boosts ability to hide from other creatures

[Acrobatics 1] (Agility) This Training boosts agile movements

[Climb 1] (Agility) Redundant with [Arachnid Body]

[SilkWeaver 1] (Artisan) (Racial) Can weave webs and simple objects in a instant

[Nimble Manipulator] (Artisan) (Agility) Can replace nimble tools with agile manipulators

[Sneak Attack 1] (Slayer) Increases the damage of attacks from stealth

Sweet Grub! I get two Attributes, I though I only got the slayer one, I forgot level would give me a second point... and I get to pick four traits! That's almost half as many as my legs.

Alright, well I am sinking one of those into Submission, and the other into Sanity. That puts all my durability attributes at 2, and that is way better than Old me would probably ever get. As for traits... well, I have to take [Textile Craft 5], I get a racial bonus, and it's crafting with threads. That gives me a good options that I can use now. The other three are a bit harder. I think I have to take [Spinneret 5] it looks like it's getting a big bonus, my current Spinneret doesn't even have a number. That leaves two...

Shoot, [Wanderer] will help me find materials to craft that are not my silk. That seems really good, but I kinda want [Stealth 1] as well as [Silkweaver 1] and even [Nimble Manipulators] All of them are so good... [Acrobatics 1] sounds like it let me dodge even better as well, all of these sound great. I could use the [Monoko Knowledge 3]... it starts at 3, but I can probably learn that myself since I am here. I have to use my big Intelligence 12 brain to figure this out. Oh, that's right, it didn't hurt this time, but I feel that thinking is easier, my mind moves faster. That might be the cunning actually, but I feel good.

Ok, so... let's look at the abilities, both [Silkweaver 1], [Acrobatics 1] and [Stealth 1] have numbers on them. I think that means they progress like [Spinneret 5] has. It also means that I will probably have more options to increase them. But [Nimble Manipulator] and [Wanderer] do not. They also say that they do stuff that I don't really have already. [Silkweaver 1] does do that too, but I don't really need instant webs yet... so I think I will hold out until I get another Trait.

Alright, let's see my new sheet.

Name = Level = 1 Title = [Slayer] Type = Arachnid Family = [Adoptable] Class = Artisan Home = Purple Hat Species = Common Spider Attributes

Body Mind Social Size 0.002 [Tiny Trait] Ego 2 Id 1 Strength 2 Intelligence 4 [+8 Item] [2] Charisma 1 Agility 5 Cunning 3 [2] Empathy 1 Toughness 1.9 /2 Sanity 2 /2 Submission 2 /2 Stamina 1 Focus 2 [1] Vigor 1 Traits

Racial Trained General Knowledge Feats Deeds [Arachnid Body] [Craft Textile 5] [Nimble Manipulator] [General Knowledge 1] [Slayer] [Exoskeleton] [Arachnids Knowledge] [Ambusher] [Mindless Body] [Adoptable] [Wanderer] [Brain Spider] [Spinneret 5] [Venom] [Legs 8] [Tiny] Equipment

Head [Purple Hat]

Fantastic, now Old me will be at 4 Intelligence, and that is like wayyyy higher than when it was zero, halfway to when I first wore the [Purple Hat] I doubt attributes will keep coming this fast, but now at least I have something going for me. If I can get [Adopted] then I would have Six Intelligence and Five Cunning, and that's almost average!

Alright, now I'd like to check out my prized possession with 14 Intelligence, and a [Craft Textile 5] Please show me the [Enchanted Purple Silk Cloche]

Head [Purple Hat] Craft: Superior Masterwork [Enchanted Indigo Spider Silk Cloche] Bonus +8 Intelligence (Enchantment Capacity 8/20) This stylish Cloche hat is crafted from rare Indigo silk from a Dreamspun Spider, and crafted with the great skill of a Master Weaver.

-An amateur Enchanter has enchanted it with a temporary intelligence bonus for the wearer, the enchantment is old, amateur and very much needs to be redone, but will last 1 ####.

-It has a makers mark under then buckle marking it as the creation of the ancient Master Elf weaver Laele'yaell [Fame 11].

-Cloche hats are not in Style

-This Hat is damaged, and frayed, it needs mending. It's durability is at 4.3/10

-This hat is is valuable

I love you [Enchanted Indigo Spider Silk Cloche] I will make you all better, thanks for making me smart.

This does bring up an uncomfortable question... how long is a ####? I feel that it represents time, but I don't know how much. How much time do I have until Old me is stuck at 4 intelligence. I should have spent both points in it... shoot. Well I did make myself more survivable, but I am a little worried right now.

Well, I plan to go check out the [Clockwork Beetle] but before I do... let's see what this got me. First let's try a basic web. Yes, that was so much faster and easier, it's like I am squirting web out instead of having to drag it out. And it makes a web real easy... not instant like [Silkweaver 1] would have done, but fast enough I could set a trap with a few moments.

Now let's see how the properties are changed... Yep [Spinerette 5] is worth it, first I can make it thick, and almost rigid if I carefully draw it out slowly. It's no wood, but if I wove this it could probably take an impact. And I can make is super soft, and stretchy. And now it's sticky. Nice I can't make the [Dreamspun Silk] but I think I could replace the stitches and tidy it up. Oh interesting, I can make it very thin, and very very hard to break... I can use that I am sure, I will have to try it. Oh how about I try Indigo... No, I don't see any changes. I wonder what that means, I feel like I did it right.

Oh well, I think I am going to make some thing now... not anything complex but I will use the tough thread, and the Indigo option, make a nice wrapping to protect me. I saw that Toughness was almost back to normal, and I can barely feel the hole, but I would be safer with something tough around my Chitin. I can see how [Nimble Manipulators] works now. I could pass my silk through the holes like it was easy... It have taken ages without good old [Nimble Manipulators].

Weave Weave Weave

Alright done, that should do it. I even put in holes for my legs, and a few flaps in case I need to protect my legs. Let's see what I got so I can compare it to the amazing [Purple Hat].

Body [Armour] [Purple Sarong] Craft: Amateur [Tiny] [Indigo Spider Silk Spider Full length Sarong] Bonus +5 Toughness vs Physical damage, [Flammable] (Enchantment Capacity 0/1) This stylish Sarong is crafted from Indigo silk Common House Spider Spider, and crafted with the skill of an amateur Weaver.

-It is unenchanted, but thick and durable, it can take a few hits, but is quite [Flammable] and will combust if exposed to fire.

-It is unmarked

-Sarong are in Style

-This Sarong in in good condition 5/5

-This Sarong is cheap

That put's a scale on how far from Laele the Master Weaver I am. My [Purple Hat] is amazing, if I ever meet her I will have to say thank you to making New me.

Now I feel protected at least, it's tougher than I am. I am not keen on it being [Flammable] but I haven't seen fire yet... wow, I just realized what fire is, thanks [General Knowledge 1], Alright I am going to finish off the [Horned Beetle]. I am so very hungry, Silk seems to drain my Stamina quite fast. I will have to keep that in mind and upgrade it soon.

Alright food done, now it's time to go see about that [Clockwork Beetle]. I have to admit to myself, I am terrified of leaving again, of becoming less than I am. But with all the changes I should be quite a bit safer than I was before. On top of the new defenses and my new Armour, I have much higher Intelligence, and some of my other score are ok. They arn't something I could consider strong, but they are so much better than before. When those big creatures were swatting Old me I only survived because of Luck, it it happened to Old me now, I think I might just survive.

Still, better make a simple memory for Old me to make sure they have easy instructions.

Hello slightly less dumb Old me! We are going out, remember these things.

-We want to examine the [Clockwork Beetle]

-We want to look around and see if any other threats exist.

-We want to avoid the scary [Un-ended], and if you see other scary things run or hide.

-We want to grab some bugs from the nest to eat, bring them back here.

-If you get scared, come back.