During his time choosing new abilities and skills, Kazumichi was able to find out more information about the ones he had seen from each of Kirk’s party. Wanting to see the full details of his newly acquired skills and abilities, he brought up the information for each.
Racial Points: 700
Racial Abilities
Shapechanger - Lv200
Every 10 levels, you can select a new form to take on, as long as it is either a humanoid or a creature related to your base form. When you turn into another form, it lasts for a number of hours equal to 10% of your Shapechanger ability level (20). You can choose to return to your original form at any time.
Chosen forms: human, wolf-hybrid, wolf, dire wolf, +16 more.
Casting Time, instant. Cooldown, 1 minute.
Heightened Senses - Lv200
Grants an additional bonus to your Perception ability equal to your Heightened Senses ability level.
Darkvision - Lv200
You are able to see in pure darkness as if it were low light, and low light as if it were bright light. The range you can see out to is equal to your Darkvision ability level + your Perception value (1,100) in feet.
Rend - Lv200
Whenever you attack with your claws, you deal additional damage equal to your Rend ability level.
Ability Points: 300
Passive Abilities
Perception - Lv100
You are able to notice things more easily in a radius around yourself equal to your Perception value, as well as more easily detect others using Stealth within that same range. Your total Perception value is equal to your Perception ability level + 100% Wisdom + 100% Luck + any other bonuses from other sources (900). You can detect others using Stealth if your Perception value is equal to or greater than their Stealth value.
False Identity - Lv200
Whenever a source attempts to gain information from your status screen, there is a percentage chance for a false status screen to be displayed instead. The false status success rate is equal to your False Identity ability level + 200% Luck (800%). If a source has a higher inspection ability level than your False Identity ability level, it will lower the false status success rate by the difference in levels. For every 10 levels, you can create a new status screen with different information on it than what your original has.
Original Screen, Screen 1, Screen 2, Screen 3, Screen 4, Screen 5, +15 more.
Active Abilities
Stealth - Lv200
When activated, your movements become quieter and you blend in more easily with your surroundings, making it harder for others to detect your presence for 200 minutes, or until mana is depleted. Your total Stealth value is equal to your Stealth ability level + 200% Dexterity + 200% Luck (1,400). Others can still detect you if their Perception value is equal to or greater than your Stealth value.
Casting Time, instant. Mana Cost, 200 to activate; 100 per second to maintain. Cooldown, 1 hour.
Psi-Step - Lv100
When activated, you Psionically teleport to a spot you are aware of, in feet equal to your Psi-Step ability level + 100% Intelligence + 100% Dexterity (700). If the spot is occupied, you instead appear in a spot 5 feet away from your intended destination.
Casting Time, instant. Mana Cost, 100. Cooldown, 6 seconds.
Analyze - Lv100
When activated, you can target a creature to try and gain information about it. Your success rate is equal to your Analyze ability level + 100% Luck (400%). You gain more information the higher your Analyze ability level is compared to any countering abilities the target might have.
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Casting Time, instant. Mana Cost, 100. Cooldown, 100 seconds.
Heal - Lv100
When activated, heals a target for a certain amount of HP. Healing is equal to your Heal ability level + 100% of your base magic attack (800).
Casting Time, instant. Mana Cost, 100. Cooldown, 300 seconds.
Arcane Shield - Lv100
When activated, you create a shield of pure arcane energy around you for 100 minutes. This shield absorbs physical damage equal to your Arcane Shield ability level + 100% primary casting stat + 100% Constitution (1,100). The shield lasts either for the duration or until the damage threshold has been reached.
Casting Time, instant. Mana Cost, 100 to activate; 50 per second to maintain. Cooldown, 1 hour.
Arcane Barrier - Lv100
When activated, you create a barrier of pure arcane energy around you for 100 minutes. This barrier absorbs magical damage equal to your Arcane Shield ability level + 100% primary casting stat + 100% Constitution (1,100). The barrier lasts either for the duration, or until the damage threshold has been reached.
Casting Time, instant. Mana Cost, 100 to activate; 50 per second to maintain. Cooldown, 1 hour.
Arcane Bolt - Lv100
When activated, you conjure a bolt of pure mana and hurl it toward a target you can see within 1,000 feet of you. The damage you deal is equal to your Arcane Bolt ability level + 100% base magic attack (800).
Mind Blast - Lv100
When activated, you assault the mind of a target you can see within 1,000 feet of you. The damage you deal is equal to your Mind Blast ability level + 100% base mental attack (400).
Skill Points: 1,100
Skills
Hunting - Lv100
700% effectiveness
Effectiveness based on skill level + 100% Wisdom + 100% Luck
Effect: When hunting, your chance of successfully finding prey is determined by your effectiveness. For every 100%, you find an additional prey of the type you are currently hunting.
Cooking - Lv100
700% effectiveness
Effectiveness based on skill level + 100% Wisdom + 100% Luck
Effect: When cooking, your chance of successfully making an edible meal is determined by your effectiveness. For every 100%, you increase the quality of the meal, making it more delicious, valuable, and capable of granting buffs.
Alchemy - Lv100
700% effectiveness
Effectiveness based on skill level + 100% Intelligence + 100% Luck
Effect: When creating potions, salves, medicines, or other similar items, your chance of success is determined by your effectiveness. For every 100%, you create an additional item of the one you are currently making.
Spellcraft - Lv100
700% effectiveness
Effectiveness based on skill level + 100% Intelligence + 100% Luck
Effect: When creating a spell, your success rate is determined by your effectiveness. For every 100%, you can create an additional effect for the spell you are creating. The highest level spell you can create is equal to half your primary casting class, rounded up. For every additional effect applied to a spell, increase the spell's base level by one.
Kazumichi realized several things after allocating some of his points and gaining new skills and abilities. Firstly, he realized he had overlooked his MP Recovery before. While his MP would constantly drain while using [Stealth], or his newly acquired [Arcane Shield] and [Arcane Barrier] abilities, his MP Recovery was greater than the drain. This meant he would be able to keep one of them active at a time without worry, as long as he wasn’t spending more MP for other abilities.
The second thing Kazumichi took note of, was that he had likely leveled his [Heal] ability too much. It seemed that while the healing effect was greater; the cooldown was always three times the mana cost. Meaning it was likely better to keep single-target healing abilities lower-leveled in order to cast them more frequently. He hoped this wouldn’t be an issue for him later, and he made a mental note to look into possible ways of resetting skills and abilities to lower levels.
Thirdly, Kazumichi noticed that the [Spellcraft] skill did allow him to create spells as he thought. However, it worked in a way he hadn’t been expecting. It seemed that uniquely created spells had a higher base level, and as such, would cost more Ability Points. However, he hoped that the wording meant that he didn’t have to add additional effects, since it stated “can” instead of “must” or “will”. He also found it interesting that there was a restriction on the level of spell he could create. Even though his stats were massive, and he had insanely high percentages on all of his abilities and skills, he was still limited to currently only creating spells of level 4. So even if he wanted to create a spell with 7 or 8 effects on it, he would be unable to due to the current limitation.
Kazumichi was feeling overall much better with his current situation, however. Closing the status screen with a thought, he headed back out of the cave and activated [Stealth] to test it out on the way back toward Kirk’s group.
It didn’t take him long at all to find his way back to the campsite where he had initially discovered the four adventurers. Once there, he wasn’t all that surprised to see they were already awake and packing up their camp. He then activated [Shapechange] and once again took on the appearance of his human form. However, Kazumichi soon realized he had overlooked a crucial part of his plan; he still didn’t have clothes.
Quickly devising a plan, he picked up a rock and started bashing himself with it in various places. Once he was confident he looked beaten enough, he let [Stealth] end and stumbled out from behind one of the trees. Falling onto the ground, not only to lead credence to the story he was going to spin but also to keep himself covered. Looking up at the four adventurers, Kazumichi reached out a bloodied hand to them.
“Please.. Help..,” he said in a feigned hurt tone, before dropping his head and arm to the ground. Closing his eyes, he waited to see if the adventurers were truly good people, or if they would attempt to finish him off. Either way, he would gain something for his troubles.