《Construct Your Fate》Chapter 18
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About three weeks have passed since Colt and I got serious in our training with our mentors. We’re laying in bed, absolutely empty of energy.
“Colt, do you think my parents are alright? They’re probably in Italy right now. That’s where the last postcard came from at least.” I had been avoiding this topic with Colt for a while now, parents are a touchy subject. It had been eating me inside though, wondering if they’re okay.
“Your parents are some of the weirdest people I know, Lucas. I’m sure they’re fine, they probably developed some crazy powers with The Construct. They might be even stronger than either of us!” He smiles at me, tapping my arm lightly with the back of his hand.
A small bit of my anxiety evaporating, I sit up in the bed.
“Ilmarinen has been entirely unhelpful with answers about The Construct. There’s always some response about how I need to forge my own path. Makes no sense to me, I mean he’s training me!”
Colt sits in thought for a moment.
“Pasivier has given me mostly the same answers. Maybe it’s a difference between directly helping us navigate this system and just giving us training.”
He turns to me, multicolored lights moving across his irises in the dark of the room. He seems lost in thought himself, no doubt thinking about his parents.
“Well, whatever! We’ll work this out together. Our next step needs to be getting out of this dungeon!” My resolve firming, I scoot back in bed and lay down.
“After some sleep, I’m exhausted.”
Colt murmurs his agreement, we’re both asleep in moments. The constant training has been straining on our bodies.
Waking up in the morning, I stretch and check through all my improvements as I walk to the bathroom to brush my teeth.
‘Talents’
Talents:
Fledgling Alchemist (30/50) - Applicable stats: Dexterity, Intelligence, Attunement, and Insight
Fledgling Anchorist (49/50) - Applicable stats: Strength, Endurance, Dexterity, and Willpower
Fledgling Blacksmith (25/50) - Applicable stats: Strength, Endurance, Dexterity, Insight
Fledgling Chef (5/50) - Applicable stats: Dexterity, Endurance, Charisma, and Insight
Fledgling Craftsman (25/50) - Applicable stats: Strength, Endurance, Dexterity, Insight
Fledgling Enchanter (27/50) - Applicable stats: Intelligence, Attunement, Willpower, Insight
Fledgling Mage (25/50) - Applicable stats: Intelligence, Attunement, Willpower, Insight
With those Talent levels came an incredible number of perks. ‘Perks.’ With a thought, I view them by the Talents they came from. At times, I didn’t receive perks like expected from milestones, but they came later in the form of certain perk fusions.
Alchemist Perks:
Overflowing Draught
Description: Potions you create now will have an increased dosage based on what the original dosage would have been. Attunement and Willpower increased by 1. +1 Attunement and Willpower per level up.
Flourishing Potency
Description: With the use of mana, you can increase the potency of alchemical ingredients, allowing less to be used for a potion of the same effect. Attunement increased by 2. +2 Attunement per level up.
Chef Perks:
Shared Indulgence
Description: Sharing a meal with someone else is always better for you. Benefits of foods made with magical ingredients double when the meal is shared with another. Charisma increased by 1, +1 Charisma per level up.
Craftsman Perks:
Schematic Mind
Description: Allows you to display blueprints with a visual overlay onto a surface. This perk also enables a blueprints Menu which compiles all previous and future creations into organized lists. Dexterity and Insight increased by 1. +1 Dexterity and Insight per level up.
Enchanter Perks:
Rapid Inscription
Description: Create smaller enchantment configurations that are stored in a menu which can be accessed instantly to quickly add enchantments to objects. More complex and powerful enchantments can be added with increased Intelligence, Attunement, Willpower, and Insight level. Enchanter Talent level strongly influences enchantment capabilities. Attunement and Willpower increased by 2. +2 Attunement and Willpower per level up.
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Mage Perks:
Mage’s Eyes
Description: Allows one to see mana with their eyes rather than an ambiguous magical sense. Intelligence increased by 2, +2 Intelligence per level up.
Intelligence Perks:
Modular Mana
Description: MP costs disappear from skill descriptions. Instead, you may now fully control how much MP is used with a skill. The effect of the skill will scale based on the MP used. Intelligence increased by 1, MP regen increased by 0.2.
Fusion Perks:
Spellbound Physique
Description: You have a multitude of perks relating to the magic that dwells within your body. The perks: Branching Mana, Catalytic Blood, Life Tap, Inscriber’s Touch, Neural-Magic Vessels, Priming Touch, Spellslinger, and Vital Mana have fused to form this new perk. Magic runs through the fibers of your being, it courses through your veins. Your blood gains significantly more magical properties than before. The enchantments you lay down are empowered further. Your mana flows more efficiently than it ever has before, increasing to a 40% reduced cast time. Life Tap and Vital Mana have reached a 2:1 ratio, allowing you to spend 2 of either resource for one of the other in return. Bonuses from the original perks have octupled. MP increased by 80, Endurance increased by 8, Intelligence increased by 24, Attunement increased by 32, and MP regen increased by 2.4. +80 MP, +2.4 MP regen, +8 Endurance, +24 Intelligence, and +32 Attunement per level up.
Primordial Perception
Description: You have several perks relating to the mind. The perks: Metalmind, Radar Sense, and Resonating Mind have fused to form this new perk. Your senses have become elemental. You are able to uniquely perceive the environment around you through the primordial forces that surround you. Bonuses from the original perks have tripled. Attunement increased by 3. Willpower increased by 6, Insight increased by 9. +3 Attunement, and +6 Willpower and +9 Insight per level up.
Promethean
Description: You have many perks relating to the body and how you have improved it. The perks: Ballasted Body, Compound Strength, Echinodermal Flesh, Nimble Feet, Reforged Arms, Seafaring Body, and Tempered Body have fused to form this new perk. Your body is truly your own, and your control of it shows. A sacred fire has reforged your body. Your flesh is your clay, ready for you to mold. Bonuses from the original perks have septupled. HP regen increased by 0.7, Strength increased by 21, Endurance increased by 28, and Dexterity increased by 7. +0.7 HP regen, +21 Strength, +28 Endurance, and +7 Dexterity per level up.
Shaper’s Soul
Description: Having gained several Shaper’s Perks, your entire being has been attuned to the arts of a Shaper. The perks: Shaper’s Body, Insight, Instinct, and Mind have fused to form this new perk. Your understanding of the world is becoming boundless. Bonuses from the original perks have quadrupled. Strength, Endurance, and Insight increased by 8. Willpower increased by 4. +8 Strength, Endurance, and Insight, +4 Willpower per level up.
Fortunately, the menus can be viewed even with my eyes closed. While washing and shaving my face, I read through all of my newly acquired perks, accounting for all of them. Learning to use a straight razor was a terrifying process. Especially because anything Ilmarinen makes is deadly sharp.
The fusion perks are astoundingly powerful. Ilmarinen’s shock was apparent when he sat at his anvil grumbling to himself about the unfairness of it all for several hours after I got Spellbound Physique.
The perks are worth it for so many empty milestone bonuses. At least I still got a few new useful perks anyway.
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Walking into the main room, I lay down on the couch. ‘Skills’
Skills:
Batten Down - (Level 24) - Summon the visage of your vessel. Like battening down a ship in the storm, this skill will protect the user and those included inside from outside forces.
Crashing Wake - (Level 68) - Move with the force of a ship on the water. Leave a wake of water in your path. This water is magical and will fade minutes after use of the skill.
Devastating Impact - (Level 75) - Empower your blows with the force of mana. Dramatically increase the weight behind your attacks and improve crushing power.
Geokinesis - (Level 8) - Control the earth around you. With the power of one’s mind and will, the earth can be shaped.
Pebble Shot (Level 3) - Fires a scattering of pebbles at high speed. Earthen Wall (Level 7) - Summons a wall of earth to shield the user.
Hydrokinesis - (Level 28) - Control the element of water. Use the power of your mind to shape and control water.
Aquatic Scythes (Level 12) - Scything blades created from water. Able to be fired directly or applied to weapons to increase damage. Pressure Shot (Level 14) - A pressurized beam of water. Tide Shield (Level 16) - Waves of water that whirl around the user, blocking any attacks that come automatically.
Mana Manipulation (Level 23) - The innate control of the mystical energy, Mana. With one’s mind and will, this energy can be shaped to any specific need. This skill governs all subskills under it in terms of control, growth, and strength.
Mana Bolt (Level 7) - A ball of mana with explosive power. Mana Bubble (Level 4) - An augmented form of Mana Shield that covers the entire body in a bubble of mana. Decreased overall protective force but grants full body coverage. Mana Bullet (Level 8) - A mana bolt condensed into a small area giving it higher stopping power. Mana Dart (Level 20) - A mana bolt condensed, thinned, and pointed at one end. Lowered impact damage but increased piercing. Mana Shield (Level 10) - Mana condensed into a flat disc. Able to be moved with force of will.
Marlinspike (Level 18) - Send out condensed water in the form of a marlinspike to tear apart bindings.
Meditation (Level 29) - Allows one to go into a state of serene calm that increases mana regeneration by 2.9/min. Cannot perform any other actions while meditating.
Mooring (Level 34) - Causes an Anchorist’s anchor to form a rope of mana which will ensnare those it is thrown at. Can also be used for mobility.
Plot Course - (Level 72) - Allows the user to set beacons at set intervals, plotting their course to their destination. Moving towards a beacon grants a quick burst of speed. Only the user of this Skill may see the beacons.
Pyrokinesis - (Level 20) - The element of fire is at your command. Enforce your will over flames to shape and control them.
Candlelight - (Level 1) - Produce a small flame on the fingertip. Flame Swathe - (Level 14) - Unleash a stream of flames from your hand in a targeted direction. Fireball - (Level 17) - Produce a ball of fire with explosive force.
Storm’s Rage - (Level 54) - An aura skill of the Anchorist class. This aura allows the user to attack with their Will directly. This particular skill will also create a raging storm of water and wind around the user.
Undertow - (Level 38) - Create a rush of high-speed water that pulls toward you.
Watery Grave - (Level 35) - Trap the opponent in a field of water before striking them down to their fate.
Over the course of the past few weeks, I’ve been gaining an incredible amount of skill levels. My elemental control skills are developing well too. I spent time creating new ones during this time as well.
With some of my new perks, skills like geokinesis have become more important. Using Rapid Inscription on an Earthen Wall makes for a quick and durable shield.
Sitting up from the couch, The Construct finally prompts me. I had been waiting for this to happen. Ilmarinen said to use these extremely sparingly, the effects can be dangerous.
The effects of the experience block potion have ended. Calculating experience received during this time…
Experience calculated: +2520 xp!
Level up! You have achieved level 17, you are awarded 5 unallocated stat points, +80 MP, +0.7 HP regen, +2.6 MP regen, +32 Strength, +46 Endurance, +11 Dexterity, +28 Intelligence, +40 Attunement, +13 Willpower, +1 Charisma, and +19 Insight. 1082/4414 remaining until level 18.
For reaching your second stat milestone in Endurance, you have unlocked the ability to gain physical resistances!
My body floods with power, the bonuses from my fused perks are incredible. Level ups have never felt better. I even feel slightly more Charismatic in an indescribable way. ‘Status’
Status:
Lucas Creo
Age: 22
Race: Human
Status:
Level: 17
Exp: 1082/4414
HP: 2325/2325 (10.05 HP/min regeneration)
MP: 2440/2440 (13.60 MP/min regeneration)
Strength: 124
Endurance: 155
Dexterity: 86
Intelligence: 101
Attunement: 142
Willpower: 88
Charisma: 14
Insight: 102
Stat points: 5
‘I’m not excited to find out how to gain resistances…’ The boosts to all my stats leave me feeling great, however. I decide to save my 5 stat points to spend if they will push me over the edge for something.
Half an hour later, Colt walks out of the guest room, yawning. “Good morning, Colt!” He walks past me as I greet him, grabbing some pre-made eggs and bacon from the larder.
Once he’s scarfed down some food he’s far more amiable. “Morning, Lucas.”
Pushing aside the fact that he just ignored me for several minutes, I move on the topic. “So, dungeon boss today?” He coughs and chokes on some toast at my statement.
“Chu-ayy??” He’s hard to understand with a mouth full of food.
“Well, I just leveled up, that potion Ilmarinen gave me to block experience finally wore off, so I figured it’s as good a timing as any.”
Colt swallows painfully, dabs his mouth with a napkin, and gives me a serious look after some slow consideration.
“Let’s do it. I wanna go home.” His expression is a bit sullen, but we’re both feeling more than a little homesick at this point.
Colt’s eyes go wide as he looks behind me.
“Leaving yer mentor, lad?” Pure, icy fear runs down my back as I turn to look at Ilmarinen.
“Uhhhhhh, no?”
His expression changes instantly to one much more friendly.
“Lad, the hatchling needs to leave the nest at some point. Ye know my teachings at this point. But, this dungeon is tiring on me as well, once ye defeat the boss, I shall travel to yer planet with ye. Help ye start up a forge of yer own. The Construct prevents me from fighting enemies far below me level on yer planet, as well as the boss of this dungeon, but there’s no rules against me helping ye continue yer craft!”
Feeling touched, I go to put a hand on him before he backs away.
“I said I’d help, not that we’ll get all lovey-touchy, lad!” Ilmarinen looks annoyed.
“Okay, but thank you, Ilmarinen. Both of us appreciate everything you’ve done for us so far. I’d love to show you the beauty of Earth!”
He smiles at me. “It’s been too long in this cramped dungeon, I’ll be happy to stretch me legs fer once.”
Colt turns to the doorway. “You too, Pasivier, don’t think you can leave me that easily.” He beckons with one finger as the purple Fae shimmers into existence, scowling at Colt.
“Man, I really need to learn how to detect glamours.” I fold my arms over my chest, fake-pouting.
Colt smiles at me. “Don’t try any time soon, it’s my only upper hand against you right now.”
“I would love to see you perceive past a properly set glamour, human.” Pasivier turns from me, scoffing. He still walks over to the table and starts eating some of Colt’s cooking. No one can resist that.
After everyone has had their fill of Colt’s fine dining, we sit across from each other at the table, discussing our plans for the dungeon. Even Argo is sitting on the table, trying to discuss as much as its AI allows it to.
“I believe I shall enter combat mode and defeat the enemies with Lucas!” I pat the anchor, having grown fond of its sentience over the past few weeks. When I use it in combat, it slowly seems to be improving in intelligence.
“Sounds like a perfect plan Argo, we’ll flesh out the details.” A small chime in my connection to the anchor tells me that Argo is at least some simulation of happy.
“I am nodding in approval, Lucas!”
It took the first two weeks for Argo to realize that I cannot see its movements as it is a stationary anchor, not a golem.
Everyone is staring at me now. “What?” They all turn away.
“Nothing.”
“Naught a thing, lad.”
“Hmph.”
Colt and I decide on what potions we’ll bring. He’s going to follow his route of making only mana potions for himself while I will bring a mix of both. We’re going to make the potions together, the combination of our perks will make far stronger brews.
We also decide to bring several of the explosive potions made from flashfire sprouts. They might be helpful in a pinch. In addition, we did some more exploring in the past few weeks. Colt has become very familiar with the herb-abundant field.
We have an ironskin potion each, two waterbreathing potions, and we even found some clusterspring berries which Colt made into a paste for us. Deciding we’ll handle the final brewing in about an hour, we talk strategy.
Ilmarinen knows where the dungeon entrance is. He can’t enter, he’s too high level. The same goes for Pasivier. Ilmarinen marks it on the magic map he lent us before. It’s located in the true Grand Harbor, surprise surprise.
Our plan of attack will be similar to how it’s always been. Colt will attack from a range while I run in and attack up close. His strong crowd control abilities will keep me safe for the most part, and my heavy hitting attacks are perfect finishers after that.
After Colt shows Ilmarinen his dagger and boots, the octopus man grumbles about poor upkeep and takes them over to his forging area. Argo is in perfect condition due to its self-regeneration.
We both select some light leather armor from a chest Ilmarinen designated was okay for us to take from. I spend some time adding enchantments to the armor, improving the general durability and protection they provide.
After two more hours have passed, Colt and I have packed our bags, or in my case, my hold. Colt is treating me as a bit of a pack mule. He’s only carrying the essentials on himself.
We have a good stock of potion ingredients, alongside some premade potions. Colt also packed far too much food into my hold.
“Colt, we won’t need all this! It should take us a day at most!” His puppy dog eyes are too much, so I just sigh and resign myself to my new life as his walking storage unit.
Meeting eyes, we nod and walk to the door.
“Dungeon time.”
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