《Soul Tamer》Ch. 22 - Rank Up
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As they were heading out in the morning, Saelak noticed new signs on a bulletin board near the inn’s entrance, “Resh your abyssal luck, Aster.” He covered all three of them in an illusion again as their faces stared back at them from the illusory posters saying they were wanted “for questioning”, it didn’t seem like they were being charged with a crime… yet. “We need to get out of town quickly, holding this spell drains my mana pretty fast and some mages might be able to see through it.” The other two nodded at him silently and quickly made their escape from Ahtil.
They breathed a bit easier when they made it out of the city gates and on the road south, now in Rudná Ríša, the homeland of the Mountain Dwarves.
“How far ta da next town? We didn’t ‘ave much chance ta stock up on provisions.” Donoma asked the others.
Aster finished swapping out his title again, hoping for some more experience as they travelled, before pulling out his map and finding Ahtil and the road they were travelling down.

“We can follow this road south west and hit Chiplewich in about a week and a half. We’ll have to cut back east though if we want to take a ferry across the Dundal Sound though, going around it would probably add another 6 months.” Aster didn’t look pleased at the idea of an extra half year before they reached their destination. “From Chiplewich to the next town, Havewesbo, will take about a month on foot then another 3 weeks south to Hatford where the ferry crossing is. If we skip going all the way to Chiplewich via the road and cut across the wilderness we could cut off about two weeks though.” Aster explained and pondered for a bit.
“That’s assuming we don’t run into any bad luck.” Saelak spoke up as he kept trodding down the road.
“It’d prolly be fer da better goin’ through da wilderness though, ya? We might get better huntin’ ta eat and sell.” Donoma suggested.
Saelak paused and came back to look over Aster’s shoulder at the map, “Look if we follow the road to Chiplewich and keep heading south west into the mountains we’ll reach Domov, the Dwarven capital. From there we could probably charter a ride to Hatford where we’ll catch the ferry. That’ll easily cut our total time in half. Or, if we’re lucky, they’ll have a Spacial Gate setup. I don’t know much about the Dwarven Nation’s relationship with others though.”
“Well I’m down for anything that’ll save us time.” Aster affirmed, looking at Donoma to get her opinion.
She shrugged at him, “It be a good plan and it’ll help us provision sooner.”
“Alright then, let’s follow the yellow brick road!” Aster said, putting his map away in its scroll case.
Saelak gave him a puzzled look, “It’s brown dirt.”
“Mayhaps a lil green grass or grey rocks…” Donoma added.
Aster put his face in his palm and shook it, “Never mind… let’s just get moving, we’re wasting sunlight.” He led the way down the brown dirt road.
A few days later Aster got a welcomed message when practicing his Air Bending.
Congratulations!
Skill Rank Up: Magic (Air) (Novice 1, 0%)
Your Intelligence increased by 1.
New spells are unlocked.
New technique is unlocked.
You gained 240 experience.
Crimson Destiny gained 120 experience.
Aster gave a little cheer, “Woot! I ranked up Air Magic!”
Saelak gave him a look of surprise, “Already?”
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“Well I think it was already pretty close since Kanati seemed to max out the Beginner rank. Looks like it unlocked some spells for me.” Aster explained.
Howling Gale
Effect: Create a loud wind that slows and deafens enemies within 50 meters of you.
Duration: 1 minute
Cooldown: None
Cost: 50 mana
Requires: Novice Magic (Air)
Wind Wall
Effect: Create a 10 x 10 x 0.1 meter wall of wind that will deflect objects trying to pass through it.
Duration: 5 minutes
Cooldown: None
Cost: 30 mana
Requires: Novice Magic (Air)
Donoma gave a cheerful nod, “Ya, ye’ll gain two new spells at every rank fer a magic skill and a new technique at every even rank.”
He checked out his technique which he thought might come in handy.
Wind Armor
Effect: Imbue air into your armor causing it to increase your defense with a chance to knock back your attacker when struck.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Novice Magic (Air)
Saelak added, “For multiple magic skills, I unlocked a combination spell when I hit the third rank in both.”
Donoma gave him a wide-eyed look, “Seriously? Makes me wish I got tested fer da others now,” she pouted.
Hitsuki’s voice interrupted Aster’s thoughts, “Hey, Master! Why don’t you, like, try using your Soul Sight ability to see their affinities?”
Aster smacked his forehead, “I forgot about that.”
“Running for your life tends to do that” Hitsuki said sarcastically.
Aster ignored the jab and focused on activating his Soul Sight. It was… weird. Aside from seeing his friends literally glowing with their elemental affinity colors, he saw their names above their heads, just like one of his favorite MMORPGs from Earth. He saw the silver words: floating above his best friend with the note (Level 17, Shimmer Knight) underneath it. He was glowing mostly shades of blue with a smaller sphere of magenta near his core.
His newer friend also had (Level 19 Bright Archer) above her head and glowed with a bright white light. He focused on her a bit harder, squinting slightly, and saw another color closer to her center: gold. After about 20 seconds of staring at her, a screen popped up in front of him and he almost choked on his shock. It was her profile.
You used a Class Ability: Soul Sight.
As the target is friendly towards you, their soul is laid bare and all is revealed:
Name: Donoma
Surname: Tine Gréine
Title: Party Goer
Age: 20
Gender: Woman
Race: Summer Elf
Level: 19 (89,687 / 97,000)
Class: Bright Archer [ Scarce ]
Attributes
Strength: 25
[+5 from Equipment]
Dexterity: 52
[+6 from Equipment]
Constitution: 30
[+1 from Equipment]
Intelligence: 52
[+1 from Equipment]
Wisdom: 44
[+3 from Equipment]
Charisma: 23
Luck: 56
Willpower: 10
Karma: -2
Resources
Health: 300/300
Regen: 2.5/minute [+0.5]
Stamina: 580/520 [+60]
Regen: 3.0/minute [+0.1]
Mana: 530/520 [+10]
Regen: 4.4/minute[+0.3]
Qi: 470/440 [+30]
Inspiration: 10/250 [+50]
Favor: 24/230
Affinities
Air: 0%
Earth: 0%
Fire: 0%
Water: 0%
Ice: 0%
Lightning: 0%
Metal: 0%
Wood: 0%
Dark: 0%
Death: 0%
Life: 0%
Light: 100%
Blood: 0%
Illusion: 0%
Song: 25%
Covenant: 0%
Gravity: 0%
Spacial: 0%
Spirit: 0%
Time: 0%
Skills
Name
Rank
Level
Progress
Acrobatics
Tyro
34
27%
Armor (Leather)
Beginner
57
80%
Athletics
Initiate
78
56%
Combat (Bow)
Amateur
97
86%
Combat (Dagger)
Novice
41
10%
Combat (Unarmed)
Beginner
2
93%
Cooking
Beginner
9
80%
Dancing
Beginner
23
16%
Diplomacy
Novice
70
86%
Fishing
Novice
78
87%
Information Gathering
Tyro
Advertisement
84
43%
Insight
Initiate
38
13%
Language (Common)
Tyro
41
73%
Language (Dwarvish)
Novice
43
48%
Language (Elvish)
Tyro
88
35%
Lore (Magic)
Beginner
83
79%
Lore (Selesolan)
Beginner
12
55%
Magic (Light)
Apprentice
92
23%
Magic (Song)
Beginner
1
1%
Mathematics
Beginner
70
12%
Meditation
Beginner
99
65%
Perception
Initiate
98
54%
Persuasion
Tyro
1
9%
Reading
Beginner
35
49%
Resistance (Light)
Tyro
89
3%
Resistance (Song)
Beginner
1
1%
Riding
Novice
20
53%
Singing
Beginner
5
10%
Skinning
Novice
52
13%
Trading
Tyro
32
64%
Trapping
Novice
64
77%
Writing
Beginner
21
46%
Abilities
Light Bending
Effect: Manipulate light with mana cost being dynamically based on the amount, duration and complexity of the desired task.
Duration: ∞
Cooldown: None
Cost: X mana per minute
Requires: Light Blessing
Song Weaving
Effect: Manipulate sounds with mana cost being dynamically based on the amount, duration and complexity of the desired task.
Duration: ∞
Cooldown: None
Cost: X mana per minute
Requires: Song Blessing
Spells
Lantern
Effect: Create a small beacon of light that will follow your movement relative to where you place it.
Duration: 10 Minutes
Cooldown: None
Cost: 5 mana
Requires: Beginner Magic (Light)
Blinding Light
Effect: Create a bright flash of light from your palm that will blind creatures in a 10 meter range.
Duration: Instant
Cooldown: 1 minute
Cost: 5 mana
Requires: Beginner Magic (Light)
Detect Invisibility
Effect: See if an area is bending light.
Duration: ∞
Cooldown: None
Cost: 5 mana per minute
Requires: Novice Magic (Light)
Bright Barrier
Effect: Create a 10 x 10 x 0.1 meter wall of solid light that will block objects trying to pass through it and has a chance to blind.
Duration: 5 minutes
Cooldown: None
Cost: 30 mana
Requires: Novice Magic (Light)
Reflect Radiance
Effect: Create a shield that redirects Light-based spells targeted at you and amplifies them towards a new target of your choice.
Duration: 10 seconds
Cooldown: None
Cost: 10 mana
Requires: Tyro Magic (Light)
Child’s Pen
Effect: Create a 5 meter diameter cage of solid light around a target location within 30 meters of you that will block objects trying to pass through it and blinds any creature trapped within it.
Duration: 30 minutes
Cooldown: None
Cost: 20 mana
Requires: Tyro Magic (Light)
Disintegration Blade
Effect: Create a blade of solid light able to ignore armor and deal Light damage with increased critical strike chance.
Duration: 10 minutes
Cooldown: 1 hour
Cost: 30 mana
Requires: Initiate Magic (Light)
Flash Bombs
Effect: Create a dazzling spectacle in the area with bright flashes of light in random locations and random intervals within a 30 meter area causing blindness and a chance to cause confusion.
Duration: 5 minutes
Cooldown: 25 minutes
Cost: 50 mana
Requires: Initiate Magic (Light)
Etch
Effect: Condense and concentrate light into a singular point, cutting into most materials.
Duration: ∞
Cooldown: None
Cost: 10 mana per minute
Requires: Apprentice Magic (Light)
Invisibility
Effect: Bend waves of light around the target making it invisible.
Duration: ∞
Cooldown: 15 minutes
Cost: 50 mana per minute
Requires: Apprentice Magic (Light)
Lullaby
Effect: Fill the area with a gentle lullaby putting all living creatures who hear it to sleep.
Duration: ∞
Cooldown: None
Cost: 5 mana per minute
Requires: Beginner Magic (Song)
Rally
Effect: Fill the area with a rally song that empowers your allies with +5% willpower and +5% constitution.
Duration: ∞
Cooldown: 1 minute
Cost: 5 mana per minute
Requires: Beginner Magic (Song)
Techniques
Blessing Origin
Empowering Glow
Effect: Imbue light into your unarmed strikes and kicks for additional Light damage and a chance on hit to blind.
Duration: ∞
Cooldown: None
Cost: 5 qi per minute
Requires: Light Blessing
Light Armor
Effect: Imbue light into your armor causing it to glow and increase your defense with a chance to daze your attacker when struck.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Novice Magic (Light)
Bright Weapon
Effect: Imbue light into your weapons for additional Light damage and a chance on hit to blind.
Duration: ∞
Cooldown: None
Cost: 30 qi per minute
Requires: Initiate Magic (Light)
Empowering Song
Effect: Imbue sound into your unarmed strikes and kicks for additional Sound damage and a chance on hit to deafen.
Duration: ∞
Cooldown: None
Cost: 5 qi per minute
Requires: Song Blessing
Combat Origin
Sprint
Effect: Increase your max speed while running.
Duration: 15 seconds
Cooldown: 3 minutes
Cost: 5 qi
Requires: Novice Athletics
Adrenaline Rush
Effect: A burst of adrenaline courses through you, increasing your strength and dexterity by 5% and making you immune to pain and fear effects.
Duration: 30 seconds
Cooldown: 10 minutes
Cost: 50 qi
Requires: Initiate Athletics
Wall Run
Effect: Scale walls by running up them.
Duration: N/A
Cooldown: None
Cost: 10 qi per meter
Requires: Novice Acrobatics
Piercing Shot
Effect: Fire a projectile that ignores armor defenses.
Duration: N/A
Cooldown: None
Cost: 10 qi
Requires: Novice Combat (Bow)
Multishot
Effect: Fire an additional projectile concurrently.
Duration: N/A
Cooldown: None
Cost: 10 qi per projectile
Requires: Initiate Combat (Bow)
Rapid Fire
Effect: Quickly fire additional projectiles, gaining speed with each consecutive projectile.
Duration: 1 minute
Cooldown: 5 minutes
Cost: 1 qi per second
Requires: Amatuer Combat (Bow)
Quick Draw
Effect: Draw your weapon instantly.
Duration: N/A
Cooldown: None
Cost: 10 qi
Requires: Novice Combat (Dagger)
Craft Origin
Enticing Lure
Effect: Empower your lure with qi causing creatures to become more attracted to it.
Duration: N/A
Cooldown: None
Cost: 10 qi
Requires: Novice Fishing
Minimize Cuts
Effect: Analyze and minimize the amount of cuts needed to skin a creature.
Duration: ∞
Cooldown: None
Cost: 10 qi er minute
Requires: Novice Skinning
Market Value
Effect: Detect the fair market price of an object you touch.
Duration: ∞N/A
Cooldown: None
Cost: 5 qi per minute
Requires: Novice Trading
Interpersonal Origin
Diffuse
Effect: Quickly diffuse tension or aggression in a situation, calming people within 10 meters.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Novice Diplomacy
Bribe
Effect: People are more open to bribes and will accept less than normal to give you information you seek.
Duration: N/A
Cooldown: 1 minute
Cost: 10 qi
Requires: Novice Information Gathering
Sense Motive
Effect: Detect a person’s disposition towards you and the situation.
Duration: N/A
Cooldown: 1 minute
Cost: 10 qi
Requires: Novice Insight
Detect Deceit
Effect: Detect when a person is intentionally deceiving someone.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Initiate Insight
Sense Danger
Effect: While active, highlights areas of danger and interest.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Novice Perception
Heightened Senses
Effect: Amplify your sense of sight, hearing, and smell
Duration: ∞
Cooldown: None
Cost: 20 qi per minute
Requires: Initiate Perception
MARIE
Effect: Detect what motivates a person: Money, Addiction, Religion, Ideology, or Ego.
Duration: N/A
Cooldown: 5 minutes
Cost: 10 qi
Requires: Novice Persuasion
Disarm Traps
Effect: While active, highlights traps and indicates how to disarm them.
Duration: ∞
Cooldown: None
Cost: 10 qi per minute
Requires: Novice Trapping
Class
Bright Archer [ Scarce ]
Specialize in range weapon based Combat and Light Magic. Blind your enemies and enlighten your friends.
Requires: Initiate rank in a ranged combat skill and light magic.
Effects:
The effects of your Light Spells and Abilities are increased by 10% while costs are decreased by 10%. You can imbue your ranged weapons with Light magic
Special Abilities:
Veil Shot
Effect: Bend light around your arrows to make them invisible. +100% chance to critically strike your target.
Duration: Instant
Cooldown: None
Cost: 10 Mana
Rays of Sunlight
Effect: Fire multiple beams of light from your bow. Current number of beams equals your level plus rank in light magic. Each beam deals 3-6 damage and has a chance on hit to blind your target.
Duration: Instant
Cooldown: 5 minutes
Cost: 100 mana
“Aster, why are ya starin’ at me like-” Her voice cut off as a notification filled her vision.
Congratulations!
You discovered an Elemental Affinity!
You are Blessed by the Artist with an affinity for Song!
Your Song Affinity reached 25%!
Skill Acquired: Magic (Song) (Beginner 1, 5%)
Music expresses that which cannot be put into words and that which cannot remain silent. Your whispers can change minds and your songs can change hearts.
Your Intelligence increased by 1.
Skill Acquired: Resistance (Song) (Beginner 1, 1%)
Remain in control and don’t let the notes sway you.
Your Constitution increased by 1.
New Ability is unlocked.
New Technique is unlocked.
New Spells are unlocked.
New Party Ability is unlocked.
“Aster? What is this? What… What did ya do?” She almost whispered. She and Saelak were both staring at him now.
He also got his own notification about the new party ability and he quickly went to his party page to see it and verify that he wasn’t just hallucinating.
Party
Leader:
Saelak, Maker of Myths
Level 17 Shimmer Knight
Health:420/380 [+40]
Stamina:350/290 [+60]
Mana: 710/610 [+100]
Qi:48/340 [+40]
Inspiration:410/360 [+60]
Favor:165/520 [+80]
Members:
Artifact of the Age Aster
Level 20 Soul Tamer
Health: 610/510
[+50] (+50)
Stamina: 690/460
[+160] (+70)
Mana: 550/520
(+30)
Qi: 396/500 (+30)
Inspiration: 150/500 (+60)
Favor: 75/450 (+40)
Party Goer Donoma
Level 19 Bright Archer
Health: 300/300
Stamina: 580/520 [+60]
Mana: 530/520 [+10]
Qi: 470/440 [+30]
Inspiration: 10/250 [+50]
Favor: 24/230
Roles
Tank
Healer
Support
Magic Damage
Physical Damage
Saelak
+3% Defense
& Threat
None
None
Donoma
+3% Magic Damage
Aster
+3% Physical Damage
Party Abilities
Friendly Fire
Effect: Party members are immune to spells and abilities from other party members.
Requires: 2 party members
Tundra Traveler
Effect: Party members do not suffer from cold environment damage.
Requires: an Ice Blessed party member
Mini Map
Effect: Party members can see the direction and distance from one another.
Requires: an Illusion Blessed party member
Refill
Effect: Drink containers refill over time.
Requires: a Water Blessed party member
Share the Load
Effect: Storage containers weigh 30% less.
Requires: 3 members party members
Light Step
Effect: Party members are light on their feet; they don’t leave tracks and move 15% faster.
Requires: a Light Blessed party member
Whisper
Effect: Communicate telepathically between party members within 15 kilometers.
Requires: a Spirit Blessed party member
Torch
Effect: Summon a lit torch into an empty hand that lasts 15 minutes or until dropped.
Requires: a Fire Blessed party member
Tailwind
Effect: Riding speed is increased by 15%.
Requires: an Air Blessed party member
Traveling Band
Effect: Party members that join together in song gain an hour-long buff that increases each member’s experience and attributes by 1% for each minute of the song up to 5%.
Requires: a Song Blessed party member
Note: More Party Abilities may become available with more party members and their contributing levels and abilities.
And there it was; “Traveling Band” meant he wasn’t making this up. Aster seemed slightly at a loss for words before finally admitting, “I… I can see your profile. This Soul Sight ability lets me see that as well as the glow of your elemental affinities... your Blessings are visible to me.”
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