CHAPTER XXII: SAY MY NAME
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TRIAL TIME 09:15
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GREEN ZONE
COLONEL
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{SPECIALIZATION TABLE
(Checking...)
Mininum stats 150 in primary met and exceeded, Mininum Titles 1 earned and exceeded, Race Quest in progress.
Specialization Tier: 2
Race Tier: (5)3 in Trial
Lower Tier Damage Reduction/Bonus Damage/EXP Reduction:
T-1: 50% T-2: 25%
Specialization Base Class: Prime
Abilities and Additions at next Tier: Legacy Shield Ability Tier 3 spell.}
{Calculating Tier 3 class specializations based on Titles, skills, skill use, and how you play the Game.}
{Calculating…}
{Platinum Tier 3 Specs:
Cost: 100,000-250,000XP
Advance Dodge Brawler(P)
Veteran Cloud Sniper(P)
Bombardment Mage+(P)}
{Diamond-Epic Tier 3 Specs:
Cost: 260,000-350,000XP
Ranged Sapper+(D)
Veteran Solar Wizard(E)
Advance Magi-Brawler+(E)
{Legendary Tier 3 Specs:
Cost: 360,000-500,000XP
Veteran Warlord(L)
Jumper Gladiator(L)
Advance Warlord(L)}
{You can choose any Spec to get information on them.
All Specs grant a random Tier 2 spell and an upgrade to Death Halo Spell.}
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Well, okay, he had nine options. While they walked, he asked about their higher tier and the differences. The colonel was ignorant of his new world and wasn’t afraid to admit it. Peck Joy had been a font of knowledge, and the Legacy had taken advantage of the long walk they had all together.
Six was the maximum number of options a player could get in their specializations. Three was typical; the six options don’t often mean better, though. Six options meant your play style wasn’t focused. As players tiered up, they got fewer and fewer options as they focused on their specializations, which led to even fewer, even more focused specialists. The natural path of most players in the GREAT GAME was to focus on what they were good at. The choices Colonel got proved he hadn’t started to focus yet.
Thinking of his fights since his last tier up, he had defeated a pack of shade panthers with physical and magical sneak attacks, and he did that while protecting people he didn’t even know yet.
He had beaten not one, but two, much high-tiered players in single combat, in different ways.
Alon Joy was because of pure rage and Alon’s inexperience despite their age difference being millennia; he kinda just let Colonel beat the shit out of him and then used an ice shard to finish him off.
His wife, Deena, was not any better, really. Her rage had led her to make a plethora of awful decisions that got her trapped under a temple pillar; then her own tamed pet took him to a height that would make his meteorite strike somewhere between a meteor strike, an atomic bomb, and a nuclear fallout. He was a free-falling weapon of mass destruction.
He wiped out an Army, well, two armies with that same attack by pure accident, but if they worked for the same organization, fuck em.
If he was being honest, killing the Mountain Rukh was the only planned-out attack. The aerial acrobatics afterward saved everyone’s life, which required the Feather Fall Spell, which did level up from the crazy and frankly suicidal final moment.
He shook his head at the recap.
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{SPEC: Advance Dodge Brawler(Platinum)
COST: 100,000XP
LEVELING COST:x2.5 20-21=157,500EXP
Fighters are front-line type players. This fighter is an offensive dodge tank. This Spec causes the Legacy to lean in on his evasion side, giving bonuses to dodge and counterattacks. The Advance Dodge Brawler is a defensive dodge specialist.
Advance bonus: 2 spell choices
Tough Fighter SPEC adds: +20 Dexterity, +6 Strength & Constitution per level.
Choose 2 spell
1. Counter dodge Punch(Passive/Triggered): Every physical attack the Legacy dodges stacks. Every stack can be added to a player’s attacks as damage. All stacks are released on the next power use. The amount of damage is based on Dexterity. Stacks fall off quickly if not used, or the player has stopped dodging.
2. Penetration(Passive): The Advance Dodge Brawler does 4X bonus damage to armored, shielded or entrenched foes.}
3. Taunt dodge (Toggled): When this skill is activated, any time the Legacy dodges, he can taunt another enemy on the battlefield. Taunt puts them in a rage state. (Increase Strength and decrease Dexterity and Willpower.)
Cast time: Instant. Cost: 3 Mana per second. Duration: until out of Mana or toggled off. Taunt range: 30 meters radius. Taunt Duration: 3 seconds. Cool down: None.}
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{SPEC: Veteran Cloud Sniper(Platinum)
COST: 150000XP
LEVELING COST:x2.5 20-21=157,500EXP
Veteran Cloud Snipers are very long-range type players. This Spec causes the Legacy to lean in on his Ranger side, giving bonuses to critical chance, critical hit, and damage the further away he is from his target. The Veteran Cloud Sniper is a single-target, long-distance sharpshooting specialist. Veteran Bonus: HP, MP and DR on kill
Veteran Cloud Sniper adds: +13 Dexterity & Luck, +3 Constitution & Charisma per level.
Choose 1 spell
1. Exploding shot (Active/Buff): On the Veteran Cloud Sniper’s next shot, the projectile explodes on impact, causing burning for 10 seconds and a chance of stunting for 3 seconds. The further away the target is, the more damage the attack will do and the longer the Debuffs last.
Cast time: 15 seconds. Cost: 60 mana. Duration: 1 attack. Cool down: 3 minutes. Requirements: chant, range weapon.
2. Snipe (Active): On the next attack, the Veteran Cloud Snipers gain a guaranteed triple to critical chance and weapon critical damage. The further away the target is, the more damage the attack will do.
Cast time: 10 seconds(Instant if it is a consecutive shot). Cost: 55 mana. Duration: 1 attack. Cool down: 50 seconds(None if the last target died from the shot.). Requirements: chant, range weapon.
3. Cloud mark (Active): The Legacy can mentally place an arrow made of clouds on a target, marking them. Mark up to 1X CL hostile targets. The mark adds 30%+D (where D is Dexterity) damage to the marked target. The range of the mark is 1 mile times ST(Where ST is the Specialization Tier). Targets are displayed in all visual spectrums, maps, and HUD, even in buildings that have airflow.
Cast time: Instant. Cost: 33 mana. Duration: 3 hours. Cool down: none. Requirements: chant.}
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{SPEC: Bombardment Mage+(Platinum)
COST: 250000XP
LEVELING COST:x2.5 20-21=157,500EXP
Bombardment Mage+ mass damage dealing construct maker. This Spec causes the legacy to lean in on their Mage side, giving bonuses to long-range artillery constructs. The Bombardment Mage+ is a shock and awe specialist. The + adds an extra spell.
Bombardment Mage Spec adds: +13 Intelligence & Charisma, +3 Constitution & Luck per level.
Choose 2 Spell
1. Big Berta Long Gun (Conjured): A big construct that has medium durability and fires a massive round over miles, doing AOE damage against the targeted area.
Cast time: 3 hours. Cost: 350 mana. Damage: 1000 for every half mile traveled. AOE: 10 meters for every mile traveled. Duration: 30 hours. Cool down: 12 hours. Requirements: chant, hand signs, and space to place gun.
2. Sonic Blade Cannon (Conjured): A construct with low durability that fires blades at the speed of sound in a line attack using environmental mana. Each blade is coated with a hemotoxin that causes bleeding. The Cannon must recharge after every shot.
Cast time: 25 minutes. Cost: 90 mana. Damage: 1000 line damage. Bleed Effect: 100HP per second. Range: 250 meters. Duration: 1 hour. Recharge time: 20 seconds. Cool down: 30 minutes. Requirements: Chant, hand signs, blood of the Bombardment Mage+.
3. Rotating Howitzer(Conjured/Toggled): A construct of a large-caliber rotating gun classified as absurd artillery, which launches multiple projectiles using the Mana of the Bombardment Mage+.
Cast time: 30 minutes. Cost: 100 mana/10MP per shot. Damage: 250 Projectile damage/20% knock-back/10% stun. Max effective Range: 3200 meters. Duration: 2 hours. Cool down: 15 minutes. Requirements: Chant, hand signs.}
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Colonel internally whistled. He could see how all of them could be game-changers for him.
One melee, one ranger, and one mage option again. He smiled but didn’t waste time. He went over the pros and cons quickly.
Advance Dodge Brawler was an upgrade to his last specialization option. Pro: It was like a Dodge tank and fit his style really well. Since he couldn’t wear bulky armor, it would be nice to dodge attacks and counter with massive damage when they least expected it. Con: He was more than a melee fighter.
Veteran Cloud sniper Pro; It was a really long range sniper which was a little scary to be honest. If there were more people like that in the world, Colonel would have to look out for them. Con; He didn’t think he would have a chance to get distance from his enemies if he was protecting his teammates.
Bombardment Mage Pro: big damage and a wide range of attacks. Con: It takes too long to prep beforehand.
These were all big upgrades to his build. He just wasn’t sure what the difference was between Veteran and Advance. So he asked Peck Joy his subject matter expert of the GREAT GAME currently.
Kekere was flying around the grass land figuring her body. The rest of the escorts where only a few minutes away now. It was a platoon of similar armored Mermaids to Gunther lead by regal middle aged female Mermaid.
“Advance and Veteran prefixes are the natural and logical progression of a specific path. My Cleric Spec is the Veteran kind. Veteran means you know the power by either using it or being intricately familiar with it. Advance means you were born for it. It comes easy to you. It often comes with all of the spells and or extra bonuses. Finding anything you have synergy within the Game will take you further than just hitting things really hard,” Peck Joy answered looking over at Gunther recovering.
Ignoring the groaning mermaid, he looks at his next options. “What if you synergize with hitting things really, really hard?” He asked cheekily.
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{SPEC: Veteran Sapper+(Diamond)
(”B is for Big Boom!”)
COST: 260000XP
LEVELING COST:x3 20-21=189,00EXP
Sappers are terrain changers. This Spec causes the legacy to lean in on their Ranger and Mage side, giving significant bonuses to bombs and explosive effects. The Sapper does area-of-effect damage. Sappers take half of the damage from their own bombs. Sappers are Breech and trap Specialists. The + adds extra damage the closer the target is to the epicenter of any attack spells
Veteran Bonus: Choice of all the spells
Sapper+ Spec adds: +10 Dexterity, Intelligence, Charisma, and Luck per level.
1. Concussive Bomb(Active): Create a bomb that can be hidden or thrown when triggered, or activated, the bomb will expend all of its energy as pure force damage, and has a 50%+CL (where CL is Class level) chance to stun, 75%+CL chance to knock back/down.
Cast time: 15 seconds. Cost: 55 Mana. Damage:250+I. Stun Duration: 2 seconds. Duration: 1 hour. Cool down: 60 seconds. Area of Effect: 50 meters. Requirements: Chant, hand signs.
2. Explosive Bomb Trap(Active): Create a bomb that can be hidden that, when triggered or activated, the bomb will convert its energy into the fire and superheated metal, doing short-range AOE damage and has a slight chance to cause burning damage.
Cast time: 50 seconds. Cost: 70 mana. Damage: 400+I. Duration of burning: 10 seconds. Burn Effect: 10HP per second per CL. Duration: 1 hour. Cool down: 60 seconds. Area of Effect: 15 meters. Requirements: Chant, hand signs.
3. Mine Field (Active/ Conjured): The Sapper populates an area with small explosive clusters; once triggered after 1 second, the small bombs explode with stacking results. Each bomb in the Mine Field does 50+I damage. Mine count: 35. Cast time: 10 minutes. Cost: 100 mana. Duration: 2 hours. Cool down: 10 hours. Area of Effect: 100 meters. Requirements: Chant, hand signs.}
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{SPEC: Veteran Solar Wizard(EPIC)
(”Do you feel the sun on your face? It will burn a little.”)
COST: 290000
LEVELING COST:x3.5 20-21=220,500EXP
Veteran Solar Wizards are wizards that fight with Light and Fire. Wizards are Mages that are offensive in nature but still have access to some defensive spells. This Spec causes the legacy to lean in on their Mage side with fire, light, and plasma. Veteran Solar Wizard deals stacking damage. The Veteran Solar Wizard is an escalating damage specialist.
Veteran Bonus: Extra Spell choice.
Engineer spec adds: +20 Intelligence & Charisma, +8 Free Stats.
Choose 2 spells
1. Solar Beam(Active/channelled): The player fires a beam of pure light that when channelled builds in damage.
Cast time: 15 seconds. Cost: 30 mana & 3 mana per second, doubling every second. Base Damage: 300+I. Channeled Damage: double base damage every 2 seconds. Duration: 10 seconds or channeled off. Range: 450 meters. Cool down: 1 hour. Requirements: Chant, hand signs.
2. Rain of Fire(Active): The Veteran Solar Mage can blanket a small area with raindrops the size of mangos made of fire.
Cast time: 45 seconds. Cost: 150 mana. Damage: 30 damage per raindrop (Multiple hits raise the chance of getting burn debuff) Burn Damage: 25 damage per second(For every raindrop after burning, doubles the DPS of burning) Duration: 1 minute. Cool down: 2 hours. Requirements: chant, hand signs.
3. Light Turret(Conjured/Toggled): A construct of a small-caliber semi-automatic gun on a tripod, it fires its light projectiles using the Mana of the Veteran Solar Mage at the Mages command. Each shot has a chance to stop health regeneration. This construct must be prepared before deployment, but deploying it instantly.
Cast time: 30 minutes. Deployment time: Instant. Cost: 250 mana/3MP per shot. Duration: 2 days. Damage: 55+I per Projectile. Effective Range: 300 meters. Cool down: 1 day. Requirements: Chant, hand signs.}
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{SPEC: Advance Magi-Brawler+(EPIC)
(”I’m not a lover or a fighter; I’m a ‘try me and you’ll find out real quick.’”)
COST: 350000
LEVELING COST:x3.5 20-21=220,500EXP
Advance Magi-Brawler is a front-line type player. This Spec causes the legacy to lean in on their Fighter and, to a lesser extent, mage side, giving bonuses to single target attacks. The Advance Magi-Brawler is a single hand-to-hand combat specialist. The + adds bonus Stats when unarmed.
Advance Bonus: 2 spell choices
Magi-Brawler adds: +18 Strength & Dexterity, +6 Intelligence & Charisma per lvl
Choose 2 Spells
1. Blinding Haymaker(Active): The Magi-brawler’s next attack expels a burst of Mana, doing 250% more damage, and has a 25% chance to cause blindness.
Cast time: Instant. Cost: 70 mana. Duration: 2 attacks. Cool down: 90 seconds. Requirements: Chant.
2. Counter Punch(Passive/Triggered): For every physical attack the Legacy takes stacks. Every stack can be added to the Advance Magi-Brawler attacks as true damage. All stacks can be released on any spell. The stacks fall off when damage isn’t taken for 10 consecutive seconds.
Damage per Stack: 10% increase in damage. Max Stacks: 30
3. Penetration(Passive): The Advance Magi-Brawler does 3X bonus damage to armored and shielded foes(DR included).}
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“Then you will be the leader we will need for the trials to come.” A deep female voice said as the escort team arrived behind a recovering Gunther.
“Princess Maria.” A shocked Peck Joy said as all of the Mermaids went to a knee.
“Stand, stand, our Progenitor is here. You don’t owe me any reverence when he is in our presence.” The short, older mermaid woman said with respect for tradition.
Clyde stood and walked up to the princess. “Princess, I am not aware of your customs, but that is how we do it in my military as well.” He offered his hand to shake.
An emotion shot across Maria’s face, but it was gone in a second. She held his hand and was about to kiss it.
“Whoa there.” He stopped her, causing another flash of anger across her refined features, this one he didn’t miss. “I was offering my hand in a handshake. Come to think about it, I didn’t see any of you dap each other at all. Is dapping not a thing?”
Everyone in the clearing looked at him like he had grown a second head. He shook the princess’ hand and then proceeded to go over his second set of Specs when she broke off to talk to her retinue of guards and the monks.
Veteran Sapper+ was actually pretty great; the new stats distribution was awesome, too. The difference between the base specs and the advanced ones wasn’t as large as the previous specialization. The Colonel had gotten many badges in his Army career, but outside of Rip and Ranger school, the one he was most proud of was his sapper badge. With a pass rate of under 40%, the Sapper Leadership Course, or SLC, was one of the most grueling months of his life but also one of the most fun cross-training exercises of his very long career. The skills he had learned in that course had come into play many times in his career.
That being said, it wasn’t his specialty, to say the least. He loved things going boom like any other red-blooded American, even though he immigrated to the States late in his teenage years. Still, he had spent over forty years of his life in America and serving the country in some capacity for most of that time, either in the Army, where he rose like a rocket through the ranks, went from enlisted to the officer ranks, and just ran out of time to get promoted to General. He transitioned to the Joint Task Force, which he started with his family and was the overall tactical commander of the whole military unit, so he was not just a sapper; he just didn’t want to be too basic with his choices. Besides, it was much more about protecting an entrenched location-type power; he felt like his profession would be better at that, and he could use that more in that aspect. But getting three new spells from one spec was insane.
The Veteran Solar wizard, on the other hand, was a very powerful mage spec. It did not pretend to be anything else but a pure damage-dealing spec. Even the spells were impressive. Solar beam and rain of fire covered the direct damage and the Area of effect damage, but it was the turret that was truly impressive. The sheer amount of damage he could put out with it scaling with Intelligence was insane. His current damage output per shot was already over 2600, and by taking the spec, that damage would rise for every level and every point of Intelligence. He had just gotten an influx of over 2100 Intelligence since his last specialization, and his feats, the turret, would put all of that to good use. Sadly, all the spells in the spec had very high cooldowns that would go down as he leveled the spells, but hours and days were not the kind of spells he wanted from his spells, at least not this early in the game.
Moving on to the Advance Magi-brawler, it was very much up his alley. He had punched a lot of things in the face since starting the game, and he intended to keep doing that. It was very cathartic. This spec was a hit stuff hard spec, and if it hit back, you can hit back even harder, to the tune of 300% harder. Again, the sheer damage output the tier 3 specs were giving him was out of this world. Or maybe it was just right for this world. Being able to do more damage to armor and shields was also a power you couldn’t sneeze at. Considering it looked like the bonus benefit for getting to tier 3 was a magical shield of some type. Plus, there was no cool down for two of the spells, and 90 seconds for the other made it very manageable.
A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.
Advance Magi-brawler was leading the way. The spec, with its stats and the spell, would allow him to beat Gunther pretty easily in the next round as well, but Colonel thought he had that in the bag already. Besides, he had to plan to pass this fight, and since the enemy would be at least as strong as Gunther, he needed power beyond that.
He looked through his last trio of options while everyone was still staring at each other. The Princess was giving Peck Joy a look, and Peck Joy was looking back apologetically.
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{SPEC: Veteran Warlord+(Legendary)
(Based on Legendary & War Titles, Ranger and Mage, and massive damage to the battlefield.)
(”I am the judgment of the gods. If you weren’t sinners, the gods would have never sent me. A leader is made, not born.”)
COST: 450,000
LEVELING COST:x4 20-21=252,000EXP
Prime Legacies are unique in that they can gain access to higher-tier Specs without penalty. The Veteran Prefix is being awarded because of the actions you have taken on the battlefield. Veteran Warlords are large-scale battle specialists. The + adds a scaling EXP boost to the player and all Allies.
Veteran Bonus: Class Spells level up Extremely fast.
Veteran Warlord+ adds: +8 to all except Magic, +8 Free.
Choose 1 spell
1. Freezing Halo(Toggled): When any enemy enters a certain range of the Warlord+, the Warlord with freezing halo active around his allies and himself has a minor chance to cause Brittle and a slight chance to cause Shatter. Brittle enemies affected in the Halo take +10%+C (where C is Constitution) more damage from the Warlord and allies, and Shattered Enemies take 30%+C more damage.
Halo range: 100 meters radius from Warlord. Cast time: Instant. Cost: 3 mana per second. Duration: until out of Mana or toggled off. Cool down: 15 minutes. Requirements: chant and be part of a team or party with at least one other member within range.
2. Retreating Halo(Triggered/Toggled): A Veteran warlord knows that sometimes living to fight another day is often the best decision in a battle. Any time an enemy of overwhelming power enters the combat range of the Veteran Warlord+, His War party gains +10%HP, +10%DR, and +10 Dexterity for every member lower than the average level of the enemy war party In addition, any allies killed in the Halo increases the Dexterity bonus by 3.
Halo range: 1000 meters radius from Veteran Warlord. Trigger time: 5 seconds. Cost: 10 mana per second -1 for every 10 allies killed. Duration: until out of mama or toggled off. Cool down: 1 day. Requirements: Be part of a team or party with at least one other member within range.
3. Reign of fire(Active): The Veteran Warlord+ calls down fire spears from above with scorched earth results. Each spear of fire causes 30% of the burning.
Spear count: 200. Range: 260 meters to 1000 meters. Cast time: 10 seconds. Cost: 250 mana. Damage: 150 per spear + I. Duration: 15 seconds. Cool down: 1 hour. Area of Effect: 150 meters. Requirements: Chant, be part of a team or party with at least one other member within range.
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{SPEC: Jumper GLADIATOR+(Legendary)
(Based on your melee kills, Hero title, and Legendary Title.)
(”Are you not entertained? Is that not why you are here?”)
COST: 470,000
LEVELING COST:x4 20-21=252,000EXP
Fighters are front-line type players. The Gladiator is an enclosed space specialist; the Jumper Gladiator's enclosed space is now the world around him. The + adds a second spell choice. The jumper Gladiator is a mobility single combat specialist.
Gladiator spec adds: +15 Strength & Dexterity, +10 Constitution & Charisma, and +6 free attributes per level.
Choose 2 spell
1. Jumping Dismemberment (Active draining): When active, any attacks from the Gladiator that happen when at least one foot is off the ground use extra mana to cause increasing damage to your Target. Damage triples(6X damage to joints) every 2 seconds, but so does the mana cost.
Cast time: Instant. Cost: 50 initial cost 5 mana per second. Duration: until out of mana. Cool down: none. Requirements: Chant.
2. Lesser Rage (Active): When the Gladiator activates this skill, they gain increased Strength: 6 times S, increased Dexterity: 6 times D, Damage: 6 times CL(where CL is Class level), decreased Intelligence: -6 times after use the Gladiator’s stats are all reduced by 25% for a recovery period.
Cast time: Instant. Cost: 150 mana. Duration: 60 seconds. Cool down: 1 hour. Recovery period: 3 minutes. Requirements: chant.
3. Jumping Execution (Active): When an enemy target’s life is below 25%, a jumping attack does massive damage.
Cast time: Instant. Cost: 60 mana. Damage. HP lost so far divided by 10-jump height. Duration: 1 attack. Cool down: 90 seconds. Requirements: chant.}
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{SPEC: Advance WARLORD+
(Based on both war titles, leadership style, Legendary
Title and fierce defense of others..)
(”I am the judgment of the gods. If you weren’t sinners, the gods would have never sent me. Surrender is an option, but I’m hoping you fight.”)
COST: 500,000
LEVELING COST:x4 20-21=252,000EXP
Prime Legacies are unique in that they can gain access to higher-tier Specs without penalty. The Advance Prefix is being awarded because of your ability to reshape a battlefield. Advance Warlords are large-scale battle specialists. The + adds a scaling EXP boost to the player and all allies.
Advance Bonus: All combat skills level Majorly faster
Warlord+ adds: +8 to all except Magic, +8 Free.
Choose 1 spell
1. Slow Halo(Active/Toggle): When any enemy enters a certain range of the Advance Warlord+, the Warlord and his allies gain 10 Dexterity per enemy. In addition, any enemies in Halo have their attack speed reduced by -10%+CL (where CL is Class Level).
Halo range: 100 meters radius from Advance Warlord. Cast time: 5 seconds. Cost: 3 mana per second. Duration: until out of Mana or toggled off. Cool down: none. Requirements: Chant, be part of a team or party with at least one other member within range.
2. Light mana trap Halo (Active/Toggle): The Advance Warlord+ can use mana to create an area around him that slowly creates light traps. The more enemies that use spells in the Halo, the more traps are made. When completed, the next enemy to cross the trap will activate it. Mana is drained from the enemy players while they are in the Halo
Halo range: 300 meters radius from Warlord. Cast time: 15 seconds. Cost: 3 mana per second. Duration: until out of mama or toggled off. Cool down: 1 hour. Requirements: Chant, be part of a team or party with at least one other member within range.
3. Reign of fire(Active): The Advance Warlord+ calls down fire spears from above with scorched earth results. Each spear of fire causes 30% of the burning.
Spear count: 150. Range: 150 meters to 750 meters. Cast time: 15 seconds. Cost: 300 mana. Damage: 130 per spear + I. Duration: 13 seconds. Cool down: 90 minutes. Area of Effect: 130 meters. Requirements: Chant, be part of a team or party with at least one other member within range.
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“Uh, Progenitor?” The princess asked.
“You can call me Colonel Princess.” He said as he tapped the lapel of his legacy Shirt which had the full bird insignia of a US Army Colonel.
“Okay... Colonel,” She began again hesitantly.
“Time.” Peck Joy said, startling the princess.
“He hasn’t specialized yet. If he doesn’t before the fight, he forfeits, and I win,” Gunther said, standing up and taking out a yellow potion bottle, which he downs in one gulp. He glowed yellow in Colonel’s Mana Sight, which chose that time to tier up.
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< ABILITY TIER UP>
+10 INT
{ABILITY NAME: Mana Sight(Passive)
ABILITY LEVEL: Novice 0
ABILITY DESCRIPTION: The ability to see the flow of mana in the world, which includes creatures and beings. Being able to see the flow of mana gives the Specialists a better understanding of their environment. Levels when seeing new types and uses of mana.
STUDENT EFFECT: See high concentrations of all mana types.
NOVICE EFFECT: Get a basic idea of what the mana is being used for.}
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Colonel smiled; he could see that the potion Gunther had just taken was a speed potion. He might have just made himself much faster, which made Colonel want to take Magi-Brawler to match him, but he was in for the long game.
The Gladiator Spec was still not better than Magi-brawler, in his opinion, outside of the stats, leaning more toward defense, where Colonel excelled. It also gave him another play style that could be as unpredictable as the dodge or magi brawler, it also gave him a finisher. The colonel had damage output, but all of the spells required setup to maximize the damage. With the Gladiator Spec, those setups would be easier and much more devastating. The best part of all was the spells; they didn’t have melee weapons as a requirement, which meant he could use all of the spells in conjunction with his other class spells.
But after reading through the Specialization table, he knew he would be taking one of the warlord Spec. It was just a matter of which one.
Their spells, outside of the attack ones, were very different. Veteran Warlord was more of a troop controller, while Advance Warlord was more of an environment controller. His smile got bigger as he thought about what Peck Joy had said veteran meant you were very good at something, but advance meant you were born for it.
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{Congratulations, you have specialized X 2}
{SPEC: Advance WARLORD+
(Based on both war titles, leadership style, Legendary
Title and fierce defense of others..)
(”I am the judgment of the gods. If you weren’t sinners, the gods would have never sent me. Surrender is an option, but I’m hoping you fight.”)
COST: PAID
Prime Legacies are unique in that they can gain access to higher-tier Specs without penalty. The Advance Prefix is being awarded because of the ability to reshape a battlefield. Advance Warlords are large-scale battle specialists. The + adds a scaling EXP boost to the player, all Allies.
Advance Bonus: All combat skills level faster
+8 to all except Magic, +8 Free.
{You have Earned: Legacy Shield Ability, Tier 3 spell choice, Bombardment Tier 2 spell, double DR.}
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“Do you find our traditions funny, human?” Gunther asked as Colonel smiled at the specializing process.
“Colonel soldier. Colonel is the rank; we respect the rank, not the person. I have earned this rank, and I will have you saying it one way or the other.” Colonel promised. He looked at the spell choices again.
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Choose 1 spell
1. Slow Halo(Active/Toggle): When any enemy enters a certain range of the Advance Warlord+, the Warlord and his allies gain 10 Dexterity per enemy. In addition, any enemies in Halo have their attack speed reduced by -10%+CL (where CL is Class Level).
Halo range: 100 meters radius from Advance Warlord. Cast time: 5 seconds. Cost: 3 mana per second. Duration: until out of Mana or toggled off. Cool down: none. Requirements: Chant, be part of a team or party with at least one other member within range.
2. Light mana trap Halo (Active/Toggle): The Advance Warlord+ can use mana to create an area around him that slowly creates light traps. The more enemies that use spells in the Halo, the more traps are made. When completed, the next enemy to cross the trap will activate it. Mana is drained from the enemy players while they are in the Halo
Halo range: 300 meters radius from Warlord. Cast time: 15 seconds. Cost: 3 mana per second. Duration: until out of mama or toggled off. Cool down: 1 hour. Requirements: Chant, be part of a team or party with at least one other member within range.
3. Reign of fire(Active): The Advance Warlord+ calls down fire spears from above with scorched earth results. Each spear of fire causes 30% of the burning.
Spear count: 150. Range: 150 meters to 750 meters. Cast time: 15 seconds. Cost: 300 mana. Damage: 130 per spear. Duration: 13 seconds. Cool down: 90 minutes. Area of Effect: 130 meters. Requirements: Chant, be part of a team or party with at least one other member within range.
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Both Halos were useful, and the Colonel needed a way to control the battlefield. The Reign of Fire was out for now because he was already getting a free area of effect spell in Bombardment. He looked at that description for the Tier 2 spell.
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Bombardment (Active): The Warlord+ fires into the air, and after 5 seconds, the rounds come down with explosive results. Each round of the bombardment does 50%+CL weapon damage.
Round count: 200. Range: 260 meters to 1000 meters. Cast time: 10 seconds. Cost: 250 mana. Duration: 15 seconds. Cool down: 1 hour. Area of Effect: 500 meters. Requirements: chant, range weapon, be part of a team or party with at least one other member within range.
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It looked like an opener or finisher of a fight. Blanketing a five-hundred-meter area with an ordinance from his range attacks was going to be devastating to weaker groups of enemies.
He went with Slow Halo for crowd-control options, plus he couldn’t wait to level it up.
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< BRANCHING PATH PREVIOUSLY CHOSEN >
{Class SPELL has been upgraded}
{CLASS G-SPELL NAME: Grand Slow Halo (Active/Toggle)
SPELL LEVEL: Student 0
SPELL EFFECT: When any enemy enters a certain range of the Advance Warlord+, the Warlord and his allies gain +2 Dexterity per enemy. In addition, any enemies in the Halo will have their attack speed reduced by -2%+CL.
Halo range: 100 meters radius from Advance Warlord per Spell level. Cast time: 5 seconds. Cost: 3 mana per second. Duration: until out of Mana or toggled off. Cool down: none. Requirements: Chant, be part of a team or party with at least one other member within range
STUDENT EFFECT: Spell can be used without allies at 25% effectiveness. (50% on targets higher Tier than you.)}
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< BRANCHING PATH PREVIOUSLY CHOSEN >
{Class SPELL has been upgraded}
{CLASS G-SPELL NAME: Lesser Bombardment (Active/Toggle)
SPELL LEVEL: Student 0
SPELL EFFECT: The Warlord+ fires into the air, after 5 seconds the rounds come down with explosive results. Each round of the bombardment does 10%+CL weapon damage.
Round count: 100. Range: 260 meters to 1000 meters. Cast time: 10 seconds. Cost: 250 mana. Duration: 15 seconds. Cool down: 1 hour. Area of Effect: 500 meters. Requirements: chant, range weapon, be part of a team or party with at least one other member within range
STUDENT EFFECT: Burning: Any enemies stuck twice by the spell have a 10% chance of burning, which increases with each consecutive hit.}
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Two silent lightning bolts slammed down on Colonel from the clear sky to hit him twice. His HUD blared as his previous spells upgraded.
That was what Gunther was waiting on. “Looks like you are finally ready.” A glowing tattoo lit up under his armor, and Colonel could tell it was a reset-style tattoo for some reason, but he didn’t see it like the other ones to analyze.
“Can I look at my updated spells? Or do you just want to lose while I figure them out?”
Gunther’s mermaid’s face flushed with anger before the princess stepped in. “Lord Gunther, have some honor. You know specializing takes time. Even in duels, grace can be given. Will you honor that grace?” She said, looking at the angry mermaid.
“I will honor for one more minute. My potion will only last another fifteen minutes, so that gets me through the next two rounds. Take your minute, but then I attack human,” Gunther said through gritted teeth, punctuating the last word.
Colonel stood. He had already read over his upgrades while the princess was convincing Gunther; he had just absorbed the prompts. He walked straight up to Gunther and stood directly in front of him as he assessed the upgrades. It seemed like maxing out his first Spec was worth the massive cost because his updated spells were powerful.
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< SPELL UPDATED >
{CLASS G-SPELL NAME: Grand Increased Accuracy (Passive)
SKILL LEVEL: Apprentice 2
SPELL EFFECT: Whenever a player uses any ranged weapon they get a 3% bonus to Dexterity per level of skill.
STUDENT EFFECT: Any throwable is considered a ranged weapon.
NOVICE EFFECT: Fine Penetration increase per level of Spell.
APPRENTICE EFFECT: Minor damage increase per level of Spell.}
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{CLASS G-SPELL NAME: Greater Ice Shard (Active)
SPELL LEVEL: APPRENTICE 0
SPELL EFFECT: Create a shard of ice the length of a long sword.
Cast Time: Instant Cost: 1 mana. Damage: 30 for every level of the spell + I and 5% chance of slow per level of the spell. Range: 20 meters per level of the spell. Cool down: None. Requirements: Chant and hand gestures.
STUDENT EFFECT: Use extra mana to enlarge the shard to do AOE damage.
NOVICE EFFECT: Shard has Minorly more perpetrating power per level of spell.
APPRENTICE EFFECT: Slight chance of freezing. (Freezing makes the target more susceptible to blunt damage and instant death)}
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{CLASS G-SPELL NAME: Grand Meteorite strike (Active)
SPELL LEVEL: Apprentice 0
SKILL EFFECT: The Legacy can spend mana to propel any solid, turning it into a flaming projectile.
Damage: Base damage 300 per level of the skill/Variable + burn damage. Cost: 80 mana. Cast time: 10 seconds. Cool down: 40 seconds. Requirements: Any throwable and chant.
STUDENT EFFECT: The higher the Legacy, the more damage the meteorite does.
NOVICE EFFECT: Choose between a single target for more penetration or an Area of effect damage for Finely more burn.
APPRENTICE EFFECT: Transcendent damage; the higher the level of the target, the more burst damage is done to the single target, and the more burning damage is done to the AOE targets.}
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{CLASS G-SPELL NAME: Grand Feather Fall (Passive/Active)
SPELL LEVEL: Apprentice 7
SPELL EFFECT: When a player is jumping from any height, they can control their fall up to as slow as a feather for a short period of time. The player’s control of the direction of travel and period of time grows Moderately as the Spell levels up and scales with LUCK.
STUDENT EFFECT: By spending mana, the player can kick off the air 1 time per tier.
Cost 25 mana
Kick per jump:(5)3 for trial
NOVICE EFFECT: Build momentum depending on the length of the fall. Momentum is based on how much speed the player would have built up if they weren’t feather-falling.
APPRENTICE EFFECT: When hitting the ground after a long fall, the player can use the Momentum of the fall to transfer into a powerful concussive attack.}
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Increase Accuracy gained more penetration power, and the apprentice bonus of more damage was simple but scales with spell level, making it more powerful not only stat-wise but growth-wise.
Ice Shard gave him another bump to his penetration as well as adding the freezing effect chance. Freezing made targets more vulnerable to physical attacks. The colonel was still a fighter, first and foremost.
Meteorite strike got an increase in damage and then transcendent damage. He badly wanted to see how that worked, but he also knew that the spell’s purpose was mass destruction.
Feather fall grew the most and also gave the most flashy entrance that every little kid wanted to be able to do when jumping off of their bed. A superhero landing. Colonel was the youngest of four children so he and his twin brother used to do that action a lot, now he could do it even cooler.
He adjusted his cloak of power and looked straight into Gunther’s face. “When this is all said and done, Lord Gunther, you will say my name like your mom did last night.”
Gunther’s smug face changed in an instant. “You piece of centaur shit...”
“Wait, are there centaurs on this island?” Colonel asked, cutting off the enraged man.
Peck Joy, seeing the situation getting out of control, stepped up. “Are you ready to resume, Colonel? You still have twenty-five seconds.”
Colonel looked at the smaller mermaid man then back to almost seven-foot-tall Gunther, then stepped away. “That is a promise.” He said to Gunther.
The legacy looked at his updated character sheet.
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TITLES:
(9/13)
Legacy(Ru), Retired War Veteran+(D), War Hero+(D), Soul Bound(D), Legendary+(L+), Forger(L), Undead bane(D), Progenitor(Et) Immortal(U)
PLAYER NAME:
Colonel
LEVEL:20, EXP to next level: 0/252,000
Free EXP:3,006,503,200
CASTE: Legacy. CLASS: Legacy.
SPEC 1: Warlord+(MAX)
SPEC 2: Advance Warlord+(1/10)
RACE: Human(Legacy)(Tier 5)(Tier 3 for trial).
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POOLS:
HP 28730/28730 regen 5479HP per day
MP 1720/1720 regen 5345MP per hour
DR: 300/300 regen 3 per second
SP: 11,000/11,000 regen 20 per second(LOCKED)
-Growth-: 20 generation 20 per day(LOCKED)
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RESISTANCES:
Physical: 0% Magical: 0% Willpower: 0%
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CULTIVATOR LEVEL:
(SPACE in Trial)
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ATTRIBUTES:
Strength:2556 Dexterity:2551 Endurance:2057 Constitution:2873 Magic:17.2 Intelligence:2472 Charisma:2569 Wisdom:2057 Luck:2606
Free Attributes:10
Current attribute gain per level:
Class: +6 to all except for magic
Spec 1: +3 to all but Magic +2 Free
Spec 2: +8 to all except Magic, +8 Free
Title: +18 CON (RWV+), +12 CHA, CON, LUCK (WH+), +18 to all except magic(L+), +9 STR, DEX, CON(UB), +18 to all except magic & +1 magic per tier(Pro)
Stats Legacy gains per level: +92 CON, +65 CHA & LUCK, +62 STR, DEX, +53 INT, END, WIS, +10 Free.
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EFFECTS:
Soul leveling
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SKILLS LIST:
Class Path:
Increased Accuracy(A-2),Ice Shard(A-0),Meteorite strike(A-0), Death Halo(S-9), Feather Fall(A-7), Regeneration Halo(S-9), Slow Halo(S-0), Bombardment(S-0)
Trade Path:
(2/3)LOCKED
Wall forging(6), Siege weapon forging(5)
General Path:
(5/13);LOCKED
Bulwark(E-9),;Lesser Rebound, Lesser Deflect Find weakness(A-0), Defensive Stance(N-9),Legacy style melee(N-0), Disassemble(N-7), Kinetic shield(S-0)
Skill Points: 43
skill store available...
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ABILITY LIST:
Combat:
Legacy Perception(A-8)
Profession: LOCKED
Trade sight(N-4)
Non Combat:
Solar system map(MAX) Soul Storage(MAX) Analyze(A-9), Expert Sight(S-0)Locked, Mana Sight(N-2) Speech-craft(MAX):-English(MAX)
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ACTIVE QUEST
Immortality I
Stop the outbreak V
Cultivation I
The Adventurers Guild I
The SOURCE
Road to RUNIC
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PROFESSIONS:
Forger(A-2nd)LOCKED
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MARKS:
Undead bane, Raid boss
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End of CS}
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Colonel’s mouth fell open as he read his character sheet. Gunther misinterpreted it as fear. “Your specialization didn’t give you the boost you wanted, huh?” Another tattoo glowed on Gunther’s arm. A fireball the size of a beach ball formed in an instant above his hand, steam rising from his skin.
“Gunther, no!” Peck Joy tried to say before Gunther slammed the fireball into Colonel’s unfocused face. The result was not what anyone expected, including Colonel, because he was reading his newest Title description.
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{CONGRATULATIONS YOU HAVE BEEN AWARDED A QUEST}
{QUEST NAME: IMMORTALITY
QUEST TYPE: Unique
DESCRIPTION: Becoming an immortal is a dream of almost all sapient creatures, beings, and entities. Even the gods seek it and fight to keep it. What most don’t know, however, is there are levels to immortality, and each of them will have little differences, making each immortal unique. Level up your immortal Title and find your true immortal form. You are currently at the Nigh perfect Respawn immortal range. You are not [Ageless] yet; however, you will continue to age until you figure out your immortal path. Some of the levels of immortality are [Ageless/semi-immortal, Empowered/Reliant immortal, Regenerative immortal, Incorporeal/indestructible immortal, and nigh-perfect immortality...Elder bloodline.]
Requirements: Increase the level of your Immortality, both Title and your life.
Time limit: None, but Rewards vary based on time.
Rewards: Varies.
Failure: Death or disillusion.}
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< STEEL PAN MELODY >
{YOU HAVE GAINED A TITLE
{TITLE NAME: Immortal
TITLE LEVEL: UNIQUE(UPGRADABLE)
DESCRIPTION: As the progenitor of the nascent Mermaid race, you will be granted unlimited respawns as long as one of your racial members is alive. When your team reaches the five-man status, your teammates gain the benefits and bonuses of this title. You are now [Immortal]
Title EFFECT: Unlimited Respawns.
RARE BONUS: Breath control.
UNIQUE BONUS: Progenitor’s blessing.}
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{TITLE NAME: IMMORTAL}
{TITLE EFFECT: Unlimited Respawns; The player will respawn from any type of death, even those that vaporize the player’s entire body. The more damage done to the player’s body, the longer the respawn time. Players must have a full team, or at least one member of the Nascent race, alive for Title Respawns to activate.
Max time for respawn: 700 years.}
{RARE BONUS: Utility Bonus; Breath Control
Being the father of an entire race comes with many perks, and breathing in and out of water is one of them. The bonus allows for breathing in environments that are usually difficult for organic beings. For example, space.}
{UNIQUE BONUS: Progenitor’s blessing
Progenitor’s blessing passes his Title effect to his people. As long as a Nascent Mermaid is in a full five-player team as long as one is alive, the others will respawn as long as they are in range of each other.}
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“Two questions,” Colonel began, looking at Peck Joy and the Princess as they stared back at the legacy, which was on fire and acting like it was no big deal. “Does Gunther have a full team? And are they all here?”
After realizing that his fireball style didn’t do anything, Gunther was a little taken aback.
Davin was the first to recover. “He is a human, of course; fireballs won’t do triple damage to him, fool.”
“Yeah, but it should have done something,” Sheela added as she, too, looked at Colonel like he was some kind of monster who had eaten a family dog in front of the whole mermaid contingent.
“Yes, he has a full team, he is part of mine, we are all here.” The princess said finally getting her bearings in the conversation.
“Good,” Colonel said. “Alright, Gunther, what’s my name?” Colonel punched a hole through Gunther’s left shoulder so fast that Gunther didn’t even notice until Colonel had pulled his hand back, covered in blue blood.
“AHHH!” The Cavalier cried out in pain.
“Nope, that’s not it.” An ice shard started to form next to Colonel’s left hand. “What is my name?” With a flick, the ice shard slammed into the same shoulder, eliciting another cry of pain. “Still no Gunther. Say my name.”
“Colonel! Okay, your name is Colonel. I am sorry for not showing you face.” Gunther screamed as the much smaller Colonel pushed the ice shard deeper into the bleeding open shoulder wound.
“You’re damn right it is.” He stepped back. “I forfeit this round. Take your time, and heal up. We will fight for real in the next for all of the marbles.” Colonel sat on the soft grass, really taking his time to read about his new capabilities. “Oh, and Gunter,” Colonel got the crying mermaid’s attention as healers tended to him. “The rules clearly stated I can quit, but you can’t. I intend to kill you, so if I were you, which I am glad I am not, I would really make sure you are ready because I am not going to make this quick or painless.” He said coldly, looking directly in the big mermaid’s panic-stricken eyes.
The squad of Mermaid stared at him in terror.
The team of monks looked at Gunther with sadness.
Gunther gulped as he turned to Peck Joy, hoping all of this was some kind of jest. Peck Joy shook his head, destroying that hope in an instant.