《Luck And Chronomancy》Tier 2 Abilities, Equipment Upgrades And A Return To The Wilds
Advertisement
After completing the *Challenge* yesterday it was time to reap the rewards. First Tiering Up Manasophy on 5 party members. Tier 1 Manasophy provides the abilities and attributes listed below.
Manasophy Attunement +2 Retention +2 Ingenuity +2 Sagacity +2 Mana Boost Permanent Passive +50 mana Mana Efficiency Permanent Passive -5% mana cost Mana Strike(Staff) +1 magic dmg per attunement Boost +1s strike time 10 mana Mana Bolt 25 magic dmg Single Target Range 20m Cast 1s 40 mana
Tiering Up a Talent provides half the attributes in a fixed way as well as improving all abilities in a similar manner. I've detailed the improved First Tier below.
Manasophy Mana Boost Permanent Passive +70 mana Mana Efficiency Permanent Passive -7% mana cost Mana Strike(Staff) +2 magic dmg per attunement Boost +1s strike time 20 mana Mana Bolt 35 magic dmg Single Target Range 30m Cast 1s 50 mana
Passive are boosted 40%. This is a compounding improvement. It applies to the existing value not the base value. So instead of 20 more mana at Third Tier you'd gain 28 mana. Similarly you'd gain 2.8=3% reduced mana cost. It is important to note here that mana cost cannot fall below 20%, not that many people can get 80% reduction on a spell but it has happened.
Damage on an ability improves 1 stage. Mana cost rises by 10. Range improves 50%. Casting Time does not change. Nor does targeting format. However AoEs grow 20%. You might extrapolate from here that Light and Light Aspected spells will soon far outrange other Aspects. This is correct. Although many Talents provide useful ways to counter this in their own advancements.
Now for the real treat. Manasophy Second Phase Abilities and Attributes. Many people refer to these as Phases because Tier has another meaning. I'll be switching to this convention from now on.
Manasophy Attunement +4 Mana Manipulation Permanent Passive Add Ingenuity To Spell Damage Mana Permanence Permanent Passive Add Retention/5 To DoT Duration And RET/10 to Spell Duration Mana Channeling Permanent Passive Add Rigor/5 To Spell Range And Rigor/10 to AoE Range Mana Well +3 mana/s DUR 10 Self AoE 8m Cast 2s 70 mana
Phase 2 of Manasophy is quite valuable. I wish we had had a full mage party, we could have always added martial talents later. Having 8 mages with Mana well deployed would be something to see. Attributes modifying spells is quite useful. Although there is some tradeoff. Ingenuity is a bit off spec for mages for instance and perhaps you are using mostly Will rather than Rigor Talents. Still a fantastic upgrade for a pure mage. Not to mention the Phase 1 improvements.
The Treant didn't have a ton of good options given her Talents and ended up boosting Close Combat.
Close Combat Brawn +3 Fortitude +3 Tenacity +2 Bash(Agnostic) 5dmg 1s Stun Single Target Touch Strike Time 1s Toughness +10 MAX HP +5 DMG ABS Passive Permanent Ferocity +10 DMG PHYS Passive Permanent Opportunity 1 No Cost 1s Reaction per 2s Single Target Adjacent Close Combat Bash(Agnostic) 10dmg 1s Stun Single Target Touch Strike Time 1s Toughness +14 MAX HP +7 DMG ABS Passive Permanent Ferocity +14 DMG PHYS Passive Permanent Opportunity 1 =2s Reaction per 2s Single Target Adjacent
Bash sadly got the short end of the stick. One physical damage stage is only 5dmg. Control time is boosted only once in the third Phase by 1. Toughness did quite well as did Ferocity. At some point both the Crusher and the Treant would have Crushing Weapons and Close Combat and that would be impressive to see. Phase 2 of Close Combat was quite fun.
Advertisement
Close Combat Brawn +4 Grit -1s control Passive Permanent Weak Spot Ignore 20% ABS Single Target Touch 1s Strike 15 mana Armor Mastery +20% ABS Passive Permanent Batter +1 dmg per s of control Passive Permanent
Close Combat Phase 2 adds more raw brawn for attributes and it focuses somewhat on defensive stats. Batter is considered a great passive for focusing attacks on one target. As we saw in our *Challenge* it could easily add 5-10 damage per hit. It also adds strong value at the point where you would otherwise be wasting applications of control effects. Armor Master is quite valuable especially as our party has several defensive buffs.
The Crusher didn't really have much of a choice in upgrades either. With not enough relevant Aspects boosting the Phase of an Equipment was really her only choice.
Crushing Brutality +5 dmg +1s Stun w maces/hammers Passive Permanent Pulverize +10 dmg Touch Strike 1s 10 mana Knockback add Push 5m
Crushing Brawn +4 Bludgeon +2s Stun Touch Strike 1s 15 mana Crunch +10 dmg +2marks Touch Strike 1s 30 mana Pendulum Double Strike Touch Strike 1s 40 mana Shatter +10 dmg Reduce Target ABS by 10 Touch Strike 2s 30 mana
Both Shatter and Crunch are highly useful on robust targets. 2 marks is a big boost for man maladies while Shatter boosts allied damage as well as your own permanently and is stackable. Pendulum mostly allows for you to chunk something or conversely deliver a coup de grace. Bludgeon fills a slight gap in the Phase 1 Strike lineup.
Finally we get to the most interesting Tier Up. Contegomancy, commonly known as protection magic. The Shieldmaiden was the only one with the option to increase the Phase of her Aleatory Talent.
Contegomancy Attunement +4 Retention +1 Fortitude +1 Will +1 Tenacity +1 Magic Resist(TYP) ABS(TYP)10 - 10s Single Target Range 20m Cast 2s 50 mana Protection +40 Temp Health Single Target Range 20m Cast 2s 50 mana Extend +2sDUR PROTMAG Permanent Passive Harden +20%EFF PROTMAG Permanent Passive Contegomancy Magic Resist(TYP) ABS(TYP)14 - 12s Single Target Range 30m Cast 2s 60 mana Protection +56 Temp Health Single Target Range 30m Cast 2s 60 mana Extend +3sDUR PROTMAG Permanent Passive Harden +28%EFF PROTMAG Permanent Passive
Durations of spells increases 40% rounded up. Buff bonuses also increase 40% if applicable. Quicken for instance does not have an efficacy increase merely a duration one. Mana costs for buff spells increase 10 the same as other spells. Contegomancy gets some decent buffs from advancing a Phase. Phase 2 abilities are quite good as well. It splits attribute gains between Attunement and Will.
Contegomancy Attunement +2 Will +2 Protective Aura +20 ABS MGC DUR 10s Self AoE 10 Cast 2s 100 mana Safeguard Take 40% dmg for an Ally Single Target Range 30m Cast 1s 60 mana Guardian Angel Share 20% mana cost of defensive spells Permanent Passive Buttress Boost ABS of 1 ally 40% - Channel 5 mana Single Target Range 30m Cast 1s 60 mana
Advertisement
Contegomancy Phase 2 provides a valuable anti-magic buff as well as a variety of unique protective spells. Additionally the Shieldmaiden can now alleviate the mana cost of defensive spells if she has enough mana of her own. Buttress is a rare channel spells that provides quite a bit of value. Timing on casting is key to avoid channeling a spell you don't use.
Having finally boosted our combat power quite a bit through advancing to new Talent Phases we grouped up to finally finish picking clean the Bazaar of anything useful before we headed out into the wilds. Like all adventurers we were hoping to find some young dungeons to acquire new talents but we were also traveling to a major ducal seat to avail ourselves of their valuable dungeon. We'd now have to reach level 15 of a dungeon to raise our Talents to new Phases.
This dungeon had a very rare set of Aspects. Light, Life, Water, Earth, and Dark. Here the Arcanist could improve her Fulmenomancy, I could boost Filth Magic, the Miasmist could boost her Aleatory Talent, the Treant could do likewise, the Shieldmaiden could improve Fortification Magic, the Eruptor could improve Igneomancy, the Cleanser could improve Abluomancy, and the Crusher can improve Vigentimancy. Indeed a full 5 of our 8 party members could Phase Up their Aleatory Talent. 6 if the Shieldmaiden hadn't done so already. The journey was quite long but it was still an efficient use of our time. Indeed this was the curse of being a Tier 0 adventurer. Being able to improve your Aleatory Talent was unbelievably rare.
When we finally reached the market we got to work quickly. With the money from the *Challenge* plus what the noble girls had left over we could get some very good stuff. We needed 2 mid tier maces for the Shieldmaiden and Treant, wands for the 4 casters who didn't have them, while we were eternally jealous of the high tier wand of the Arcanist which she'd finally managed to get on her person, as well as improved armor for our other 2 frontliners. We could also get gloves for the mages and upgrade to full robes. For the parts of the *Far Wild* we'd be passing through magical protection was a must. Monsters of the semi-civilize kind congregated their and we'd finally be forced to fight casters. Us being us we knew how difficult mages could be.
We bought 2 maces with +8 damage and 4 wands with +20 mana, +5 spell dmg/+1s DoT DUR, +2 mana/s, and then full body magical robes with +10 health, +40 mana, and 10 MGC ABS. Finally we picked up bronze/iron cuirasses for our 2 frontliners. +10 ABS, +10 MGC ABS, and +10% ABS. These would be quite useful with how many absorbtion buffs we had. We were basically flat broke now. Luckily there was no need for money out in the *Wilds*. We head off to the ducal seat on a 30 day journey. It was about a week in that we faced our first monster mages.
For the first day or so we beat off monsters who were no more than pests and discussed what new Talents we hope to Acquire. While I obviously wanted Gravity and Abstraction I stuck to more mundane realistic options. I really hoped to gain Star Magic. It was a bit of a bridge to Gravity and had tons of cool abilities. The Miamist was stuck looking for good DoT Talents due to her Aleatory focus. Blood and Death were options but Disease and Tarnishing really stood out. They contained quite a few spells that needed several marks to target and did better with heavy mark stacking. They also had spells with maladies that did more than raw damage, which was useful.
Disease Fever
1 DoT/10s || +1mark || +2dmg/mark || Reduce REC 5%/mark || DUR 10
AoE 8m Range 20m Cast 2s 35 mana Mark++ Delirium 2 DoT/10s || +1mark || +1dmg/mark || +2s Distract on 5/10/15/20 marks || DUR 15 Double Target Range 20m Cast 2s 40 mana Mark+++ Malaise 2 DoT/10s || +1mark || +1dmg/mark -1 control RES on 5/10/15/20 marks || DUR 15 Single Target Range 20m Cast 2s 50 mana Mark++++ Debility -5%HP/s || -1%HP/s per mark || DUR 20 Single Target Range 20m Cast 2s 70 mana Mark+++++
Disease spells required particular numbers of marks and had relatively unique effects based on the number of marks rather than just doing bonus damage. They were also expensive for malady spells. I would definitely love to see the Miasmist with that Talent. Of course I could see the benefits of Tarnishing as well.
The Arcanist was looking for some raw damage Talents, preferably Light aligned and ideally Water aligned. While something like Storm was a possibility she was hoping for maybe Radiance. Radiance was a composite of Light/Air/Fire/Arcana. It primarily did longe range artillery spells as they were called although it focused more on single target rather than AoE. It also had a fantastic Domain spell that would cheapen her Arcana spells.
The Treant was looking into perhaps Mud because of synergy and how common mud dungeons were. But she also wanted something more advanced liked Abjuration. Or shooting for the stars perhaps she could gain Density magic, Crassitamancy. That was a combination of Fortification, Gravity, and Blood Magic. Earth/Darkness/Life/Force/Light/Gravity. Maybe someday.
The Crusher was looking for something like Glory Magic. Fire/Leadership/Burnishing/Dominion. Quite a difficult task to find something rare like that. Fire/Leadership/Life/Water/Light/Dominion. Alternatively she'd just take Burnishing to tide her over. The Shieldmaiden was also considering Burnishing and perhaps Body. Her dream was something Gravity related. Or Gravity itself. I could understand that.
The Eruptor wanted something with good environmental damage. Perhaps Tectonic magic. Gravity/Force/Earth/Fire. She might also consider something with Air since she had Spodimancy. Dust was a potential option at the low level.
The Cleanser was thinking of just taking Hydromancy if it came up but perhaps something with Thought as well. She wasn't as sure as the others. Well, we'd have a lot of time to think on the journey.
Advertisement
- In Serial49 Chapters
Heroes of The Collective Volume Two : Regret
Enhanced Beings. Humans with the ability to do something astonishing. Some learn to use it for good. Others for bad. But most are content with the 9-5 and walks with the dog. But use it for bad, you’ll answer to… The Enhanced Beings Collective! USA’s taskforce in the fight against Enhanceds who threaten America’s national and global interests.They say it’s better to regret things you’ve done than what you haven’t done. But for our heroes, the feeling is the same and cuts just as deep whatever the reason. Volume Two: Regret, explores the aftermath of Volume One’s finale and how the team moves on with their own sources of regret.With some new additions to the team and a roster of new villains as well as some familiar, our heroes are busy travelling beyond the galaxies to more Earths, making bad judgements, uncovering secrets and fighting… for… survival! Woodland Warriors Vol 2 - Kimona aka Agwé joins the team temporarily as they reel from the attack on The Lodge. There's travel to colder climates, a flashback to Tobias getting his enhancements and the team changes again! It's not straightforward keeping things balanced within the heart of America... It's forests. The Rodeos Vol 2 - Effie and Reuben find themselves learning more about their past and what it has to do with defeating Outlaw and the curse upon him. There's a hostage situation at a dog food factory, a spider bite and an clash of two different worlds as our western duo saddle up once again!
8 181 - In Serial14 Chapters
Dystopia Against Fantasy
What would happen if a Dystopian Earth came across a fantasy world? Follow an elite team of advanced soldiers as they are sent into an unknown world of magic and fantasy, encountering mythical creatures and divine beings, all the while sowing the seeds for a war across dimensions. Amateur Author, please do not expect much Cover mine
8 163 - In Serial17 Chapters
Alluring Smile (Yāoráo De Wéixiào)
Have you ever loved someone? Ever miss someone - Go through four seasons without him? Feels like 10 Years. But when you finally see him - You hurt him… A tale of how a woman tries to find her Master who sacrificed his soul for her. But what would she do if to find him, she must lie, hurt, reject and leave her fiancé that sacrificed his everything for her. And what would the fiancé do to get her back and start loving him again? Follow the story of a loving ex-couple who brings shock and awe to the JiangHu World, as they play their roles in Ancient China, where they and their friends are entangled in a life of ancient tradition and culture.
8 188 - In Serial11 Chapters
Player -nalu story- COMPLETED ✅
Lucy hartfillia is the new girl at school. On her first day she bumps in to the school player Natsu Dragneel. He tries to flirt with her but Lucy plays "hard to get"Natsu finds out as the days go past that that harder he tries to get "down and dirty" the more he starts to fall in love with her.What will Natsu do now!?!?
8 213 - In Serial15 Chapters
Love and Sins (VegasPete Fanfic)
VegasPete Fanfic
8 375 - In Serial40 Chapters
The Ballads Of Akbar And Birbal
Do you remember Akbar and Birbal ki jodi?Who doesn't, right?😅The witty and entertaining short stories of them has always fascinated everyone.😄 But what's new?🤔Now you can enjoy those interesting mistery solving short stories of Akbar and Birbal mixed with rhyming and sweet poetry essence.Get ready to sing Birbal's unique solution to every problem like a song to travel in time and reach your childhood days like a miracle.😊
8 172

