《Reincarnated as a Troll in a Dark Fantasy World》Intermission: After-Evolution Skill Update
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Before I get out of the dungeon core room, I need to check the skills I got both from evolving and from the loot crates.
I'm gonna die from this thing. I imagine getting into the halls of Valhalla and the other heroes asking 'Hey, what did you die from?' And I answer, 'I died because a bugged skill they gave me broke my soul.' This could be possible but there is no such thing as valhalla and if my soul breaks i won't just die, I'll become nothing.
I should check the details of the skills I earned through evolution this time. I have 967 SP to spend.
Skill Colossal Toughness [B] awakened.
Increases HP multiplier by x 0.2
Skill Colossal Prowess [B] awakened.
Increases Prowess by x2%.
Skill Siege Monster [D] awakened.
Increase damage dealt to structures by 20% per level.
Skill Growth [C] awakened.
Toggleable. Increases size and Max HP by x 10% and damage dealt by 20% per level when active.
Consumes x 50 stamina per minute. Equipment grows with user.
Skill Colossal Might [C] awakened.
Active. Increase damage of a single attack by 10% per level. Cooldown 30 minutes.
Skill Terrifying Presence [C] awakened.
Active. Inflicts [Terror] abnormal status on enemies over a large radius. Cannot be focused. Resisted by Prowess.
Skill Colossal Endurance [B] awakened.
Increases Stamina multiplier by x 0.2
Skill Intimidating Presence merged into Terrifying Presence [C] level 5.
Toughness, Prowess, Endurance will be raised to level 10. That will cost 162 SP. Colossal Might, Growth, and Siege monster will receive level 6 for 20 SP each. 222 SP on all the colossus' skills.
Now the skills from the last ever loot crate session I'll make.
Skill Drain Life (S) awakened.
Drains x 1% of remaining HP and ST from target every five seconds of skin contact mantained. HP is added to user's current HP, healing any kind of damage.
Skill Armorsmith King (S) awakened.
Allows the user to craft legendary quality armors.
Skill Magical Puppet (S) awakened.
Active, casting time 1 minutes. Requires constant touch during activation. Cost: based on total stats of target.
Creates a clone of a touched creature. Clone has x 7.5% of target's stats and all skills ranked A or less at x 7% of the target's level. Clone can be mantained if the base cost is paid every day as upkeep. Clone has none of the target's memories and only a rudimentary copy of the personality. Clone is totally loyal to user. Clone disappears if another is created or it goes more than miles away from user.
Skill Move Speed Increase (A) awakened.
Increase all movement modes' speed by 12% per level. (311% at level 10)
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Skill Spell Resistance (A) awakened.
Increase Magic stat by 20% per level for resisting hostile magic.
Skill Sculpture Lord (A) awakened.
Allows user to craft scupltures of awesome quality, accuracy and aesthetics.
Skill Axe Mastery (A) awakened.
Greatly increases damage, accuracy and critical rate with any kind of axe.
Skill Dominate Arachnids [C] awakened.
Allows user to tame, communicate and control arachnid monsters and creatures. One monster slot per level.
Skill Magic Sight (B) awakened.
Allows user to see the remaining magic power of creatures, spells in effect and magical items.
Skill Geomancy (B) awakened.
Allows user to grant a buff to allies and a debuff to enemies based on current terrain.
Skill Cooldown Reduction (S) awakened.
Reduces spell and skill Cooldowns by x9%.
Skill Dual Job (A) awakened.
Allows a second job to be set as active. Job tier must be lower than 1 + / 2
Skill Faerie Guide (S) awakened.
Summons a noncombatant faerie helper. Level of faerie increases with this skill's level. Faerie can be resummoned if killed or lost.
Skill Prince’s Vitality (B) awakened.
Increases HP and Stamina maximum and base recovery by x 10%.
Skill Prince’s Spellpower (B) awakened.
Increases Magic by x2%.
Skill Transmutation Magic (B) awakened.
Learns transmutation spells. {Mending} learned.
Skill Force Magic (B) awakened.
Learns non-elemental telekinetic spells. {Force Bolt} learned.
Skill Clairaudience (A) awakened.
Toggleable. Allows user to hear sounds from a distant location. Can be used at the same time as clairvoyance.
Skill Scythe Mastery (B) awakened.
Greatly increases damage, accuracy and critical rate with any kind of scythe.
Skill Spirit Guardian (B) awakened.
Summons a spiritual knight to guard a place or person. Strength of guardian increases with level. Duration is hours.
Skill Brewing Prince (B) awakened.
Allows the user to craft excellent quality nonmagical brews and beverages.
Skill Potion Prince (B) awakened.
Allows the user to craft excellent quality magical potions with spell effects.
There are some fusions to make. I'll bump the skills to level 5 using SP to improve the odds of getting a grade up.
Fusing Skills Sword Mastery (A), Axe Mastery (A), Scythe Mastery (B), and Iai Master (A)...
Skill Gladiator King (S) awakened.
Greatly increases damage, accuracy and critical rate with any kind of manufactured weapon or unarmed attacks.
10 weapon skills merged into Gladiator King (S) level 6. All techniques merged.
Fusing Skills Lords Tailoring (A), Armorsmith King (S), Weaponsmith King (S) and Enchanter King (S)...
Skill Epic Craftsmen (SS) awakened.
Allows the user to craft and enchant equipments and items of Epic Quality.
11 pruduction skills merged into Epic Craftsmen (SS) level 6. (Reverse Engineer, Glyph Carving)
{Auto Enchant} learned. Bestow enchantment upon item as part of the crafting process. Bestow minor enchantment even without the use of a pemadra (although MP is still expended).
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Fusing Skills Brewing Prince (B), Potion Prince (B), Alchemy (Crude), and Elemental Trap (B)...
Skill Medicine King (S) awakened.
Allows the user to create consumable magic items and limited use magic items of Legendary Quality.
Fusing Skills Summon Elemental, Summon Spirt, Faerie Guide, and Spirit Guardian...
Skill Summoner Emperor (SS) awakened.
Allows the user to summon several types of elemental and spiritual creatures. Strength of summoned creatures increases with level and magic stat. A permanent faerie familiar is granted. Faerie familiar's status depends on and and can use any S-rank or lower skill the user has at 80% proficiency.
Fusing Skills Consecration, Prospector Lord, Earthpulse, and Geomancy...
Skill Earthkeeper (S) awakened.
Allows the user to manipulate the mana levels in an area of x2 yard radius up or down steps with a ritual of 1 hour. Manipulation lasts seasons. User can sense the presence of water and minerals on the earth below in a radius of miles by focusing for 5 minutes.
2 skills merged into Earthkeeper (S) level 3.
Fusing Skills Clairaudience, Clairvoyance, Psychometry, and Magic Sight...
Skill Remote Senses (S) awakened.
Activation time: 1 minute. Duration: minutes. The user can project all his senses over a distance of x x yards ( ~ 21,9 miles at lv 10 and magic 385) to a place it already visited. Sensory type skills and spells can be freely used as if the user was in that place. Point of view can be moved at user's normal move speed. Creates an invisible magic sensor in the place that can be detected if someone nearby resists using Magic. Cooldown: 1 hour.
A total of 145 SP was spent to raise the skills and make these fusions. 600 SP to spend. I'll ignore drain life. I don't need HP and dealing damage is faster with other methods.
Now this is a surprise. The skill that disembodied head flaunted so much came. Dual job. I can set two jobs as active so long one of them is of a tier low enough, depending on the skill level. Level 6 allows me to set a tier 4 job, and I have no tier 5 available anyway. 20 SP.
First the fused skills. Summon Emperor, Remote Senses and Magic Puppet sounds awesome. Level 10 for them will cost 216 SP. Medicine King level 6 for 20 SP. Earthkeeper level 10 costs 49 SP. 285 SP spent, 295 to go.
Now the normal crate skills. Prince vitality and prince spellpower both level 10 for 108 SP. Move speed level 6 for a 197% increase, 20 SP. 177 SP left.
There is a lot of utility skills that I'll bump to level 6 now and try out before raising more. Spell Resistance, Dominate Arachnids, Cooldown Reduction. 60 SP, 107 left.
Dominate Arachnids is the ultimate solution for dust mites in pillows and beddings.
The magical schools, Transmutation Magic and Force Magic. I'll raise both to level 7 for 27 SP each.
Transmutation Magic
Spells that change objects properties and affects the elements.
Force magic
Creates geometric planes of energy.
[Basic] Mending: Repairs damage to an object that is not completely destroyed. [Basic] Force Bolt: Short range, single target, non elemental attack. Resisted by Prowess and physical armor. [Intermediate] Purify Element: cast on existing element. Removes impurities and taint. Resisted by Magic of the removed effect. [Intermediate] Prestidigitation: Remote manipulation of unattended objects. Fails if object is in possession of another creature. Skill level halved when used remotely. [Intermediate] Harden: Temporary increase durability and damage reduction of an object. [Intermediate] Sky Platform: Channeled. Creates a circular translucid platform with sqrt(magic) feet radius. Platform has magic x2 HP. [Advanced] Transmute Element: Permanently changes one basic element (water, air, earth, fire) into another. [Advanced] Force Sword: Creates an autnomous and invisible blade of force to attack a target.
And some neglected schools that never got a level up. Wind magic and Gravity magic. I don't know but I think I might be jinxed regarding these two. I'll bump them to level 7 too. Gravity costs 27 SP and Wind magic will be 22 because it is already at level 3.
Gravity Magic
Spells that affect gravitational pull and strength, affecting weight.
Wind magic
Manipulates the Element of Wind and Air.
[Basic] Control Weight: Changes weight of an object or creature up or down. [Basic] Wind Cannon: Sudden burst of wind works as a projectile. [Intermediate] Graviton Cylinder: Creates a cylinder where gravity can be changed up or down. Size of cylinder based on magic. [Intermediate] Draft: Creates a cylindrical burst of wind either up or down. [Intermediate] Subjective Orientation: Changes personal gravitational orientation by up to 90 degrees. Duration based on magic. Channeled. [Intermediate] Wind Blades: Creates several sharp waves of wind that cause wind and slashing damage. [Advanced] Attractor: Causes one object or creature to irradiate a great gravitational field. Unattended objects and creatures around will be pulled toward target. Resisted by Magic (primary target) or Prowess (pulled creatures). [Advanced] Fang Tornado : Creates heavy winds in a large cylinder that traps targets spinning inside and deals piercing, slashing and wind damage over time. Resisted by Agility.
I'm left with only 2 SP remaining. Lolz.
Now all that is left is to reduce my weight to a tenth of the original and teleport out. I'll use the demon hunting anchor. I don't want to crush anything.
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