《Dungeon Core Online: Loremaster (fan fic)》DCO: Loremaster ch 23
Advertisement
Terrance finished tightening the bolt that kept Sargent’s left shoulder protector. With the skirmish upcoming, he decided to cheat a little bit and bought mats from the fourth floor onwards. Pirate gold went into the dino’s chips and other related parts as an example. Cybernetic targeting and weaponry went in from the fifth and so on. To his surprise, the bots level shot up from the mid-60s all the way up to 100. It made sense as the bots base race was of a level twenty velocoraptor. Add in ten levels for elite status and another ten for the mid boss blueprint. Fifty from five floors of upgrades over its original floor and then finally the last ten came from Terrance pathifist achievement and class combination. Finishing the grooming task for that mob increased all summons, pets, and mounts of that particular mob type. With all the work on the elites and his own mount. It was rather easy to do.
[NOTE FROM ZALEX: due to the cannon story not having a level 100 enemy yet. (and it is such a pain to find mob stats on RR) I am going to use this for now. It is important to note that the stats are not what make Sargent op, it is his resistances after his upgrade.]
Sargent (elite)
Race- velocoraptor (miniboss rank) (100)
Hp- 120,000/120,000 (12,000 rpm)
Mp- 100,000/100,000 (10,000 rpm, overcharge cap 1,000,000)
St- 800
Dex- 1000
Agi- 1000
End- 1200
Int- 1000
Wis- 1000
Resistances
Damage- immune to 12,000 or less (after all other defenses and resistances apply)(6000 with shield)
Fire- 85%
water/cold- 85%
Lightning- absorb to mana (100 damage to 1 mana conversion)
Air- 75%
Mind- immune
Plague- immune
Poison- immune
Disease- immune
Psychic- directly immune, indirectly 75% (after physical damage resistances apply)
Advertisement
Blugen- 95%
Slash- 95%
Pierce- 50%
Divine- 90%
Space- immune
Time- immune
Nature- 85%
Earth- 85% (after physical damage resistances apply)
Light- 95%
Dark-75%
Traits
Nanomachine blood- Sargent can heal at a rate of one percent of his max hp every six seconds. In addition, Sargent can use mana in a 1 mana to 1 health recovery ratio to heal up to double the speed of his base regeneration. Can also redirect electrical currents for rapid absorption at a 100 damage to one mana regeneration (ignoring all resistances and defense for this)
True sentience ai- Sargent is not a common bot. Its intelligence is on par to a boss his own level. In addition, it is a learning machine and has an understanding of tactics, coordination, communications, and more. This also makes it immune to direct mind and logic-based attacks.
Uphold the law- Sargent is a peacekeeper. Any criminal activity it sees it will attempt to intervene in. In addition, it provides escort to weaker players through more hostile regions. Important to note a player's karma heavily affects this trait.
Prototype quantum generator- The core of Sargent is a quantum generator. This generator acts as its heart and fuel source and engine as one. Only a prototype, the generator is a flawed but stable design granting a large mana pool and allows for rapid mana regeneration, even in combat. If damaged severely enough Sargent will enter meltdown mode. Also fixes local dimensions so no space or time magic can be used in a 50m proximity of the generator. Quantum generator can store up to 10x base capacity as temporary mana (loss at a rate of base rpm)
Fusion tec- Sargent is a fusion of multiple layers of materials governed by a highly adaptive subsystem using nanomachines. This causes each resource to be exploited to its fullest while having other materials covering for where it is lacking most.
Advertisement
Elite- this unit is an elite. Gaining ten bonus levels and then having it’s stats doubled.(additive)
Artificer creation- this unit is an artificer’s creation. Grants ten bonus levels and has it’s stats doubled (additive)
Wasteland survivor- grants immunity to plagues, poisons, and disease.
Built-in communications- Can not be stunned, silenced, or blinded. When destroyed, the core personality will be moved to a safe location.
Skills/abilities
Protect and serve- Sargent will gain stats (Lx1.05+5)x2 distributed to anyone stat of choice for a duration of 5 minutes. Cost 1,000 mana to cast and 50 mana rpm to maintain. The cooldown is 15 minutes
Laser Autocannons- (add complicated damage explanation here. Basically mild damage at a high rate of fire for 50 seconds, with 10 seconds reload.) Rapid firing military-grade laser autocannons that use stored mana to fire. (with a max mana usage of 10 mana a second)
Energy shielding- Create a dome of hexagon-shaped panels to take damage for those inside the dome. (prevents 100 damage per 1 mana used) Damage reductions based on resistances apply at half values. (immune is still immune, absorb is still absorb)
Call for backup- Can call any ai member of DCPD as backup at the cost of mana. Each unit summoned costs mana based on the strength of the unit.
Meltdown(special, can not be triggered till at least under 25% max hp)- In the case, the PQG is damaged enough to start to become unstable, Sargent will enter meltdown mode for sixty seconds making him invincible for the duration and immune to all attacks and effects but unable to attack or defend. Which will cause an explosion with a range of 500m radius that deals base max hp of Sargent * level of Sargent / 10 when the countdown hits 0. Anything between 500m and 1000m radius will be proportionally less based upon the range from the initial blast down to half base damage. Anything after that will receive 1 less % damage every 4m from the blast over 200m. Anything caught in the blast radius of 1000m will be affected by a multitude of time and space magic-based status ailments and the area of the blast will have a dimensional tear effect that will cause 1000 damage a second and be affected by a gravitational pull toward a singularity where the origination of the blase occurred. Gravity pulls strength is proportional to the distance from the singularity. The closer it is, the stronger it is. Meltdown activation disables Last Stand. (note: Sargent will uphold its primary directive of ‘protect and serve’ opting to minimize neutral or friendly damage over damaging the enemy as much as possible.)
Last stand(special)- when Sargent hp is reduced to under 5% (damage will hard stop at this amount from any amount over it till the skill fully activates.) Sargent can enter the last stand. This will fully restore Sargent to full hp but empty the PDG of all mana. Preventing regeneration and deactivating all resistances. This however allows unlimited use of LAC, PAS, and ES at a cost proportional to mana to be pulled directly from his hp. Strength, agility, intelligence stats are all numerically doubled while all other stats are halved. This skill persists till Sargent deactivates or force shuts down via transferring its core personality to its safe location. Meltdown can not be used if Last Stand activates.
Advertisement
- In Serial160 Chapters
Grandpa Sweet Fist
Sweet Fist was a joke. He has no superpowers. He was merely a guy with some martial arts who dress up in a costume with a candy theme. He said stupid things like 'Sweet Dreams' and 'Choco Punch' when fighting and was an embrassment to the supervillain community. He has just been released after spending twenty years in prison. Now he got a System, and the System informed the villain that he had many kids and even some grandchildren. The System want the villain to reunite with his family. Failure means death. Only one problem; Sweet Fist never knew he had kids. How was a bad guy supposed to reunite with a family he never knew existed?
8 501 - In Serial12 Chapters
Bookwyrm
All Griff ever wanted out of life was to be left alone in his library with his books. In order to keep his station in the library, he is forced to work with an upstart alchemist named Nicholas Flamel. When the experiment goes awry Griff and Nick must trek along the countryside to reach the Library of Alexandria. Dodging both African and European armies would be so much easier if Griff wasn't a two-story dragon."
8 62 - In Serial9 Chapters
Land Of Dragons
Imagine living a normal life. Girlfriend, parents, and a dog. A good job, and an addiction to RPGs. And to anime and light novels. Imagine then being ripped from that perfect life, and sent to the world of your dreams. Quite literally the world of your dreams; nightmares included.What happens when Ezekiel gets thrown into a terrifyingly wonderful world of dragons, wizards, and elves... with all the fantastic powers of a dragon. What if that occurs not once, not twice, but six times? With his power growing and interest peaking, what will happen in this strange world when a new dragon emperor arrives?
8 77 - In Serial60 Chapters
A Murder of Crows
New money rich kid. War General. Amnesiac. Most people live one life, Virgil Darko has lived three. It's been six months after losing his memory and Virgil has only just begun to adjust himself to prison life in Shrieker's Veil - the greatest island prison in all of Xyra. And it's problem after problem for Virgil, who's lost his memory and who can't seem to understand why everyone hates him. Or fears him. After one prison fight, Virgil is sent to his cell starving only to be met with the most unlikely partner ever; Prince Ritcher. The prince, who's come all the way from the mainland to offer Virgil the greatest gift he could have, his memories. The task seems easy, for Virgil to read his diary and to make a thread between all the loose thoughts and images in his head. At a cost. Virgil is forced into a choice to forget who he was, or remember all his tribulations in a bid for Ritcher to figure out where his partners in crime retreated to. Will Virgil be able to sell out friends? Friends he doesn't even remember anymore? Or maybe sometimes past lives should be forgotten.
8 114 - In Serial23 Chapters
The Strangers
Brian Jeffries wakes up in a bed that is not his own, in a room dimly lit, surrounded by a large group of others just like him. This group of twenty-five finds themselves teleported to the land of Exandria, a world of swords and magic, of elves and orcs, of dungeons and dragons. A strange old man informs them that they are the newest members of the Adventurer's Guild, a group that takes contracts all around the world for gold and glory. For these normal humans the choice is simple: Serve or be executed. The captives are split into parties and sent out on their first jobs. Follow Brian and his newfound allies as they learn to become professional adventurers, complete contracts for the Guild, and maybe find a way home. To honor the source material's Dungeons and Dragons roots, I will be rolling dice throughout the development of this story. Everyone has a character sheet. From combat encounters to social interactions, everything that can be rolled will be rolled. See how a natural 1 can turn the tide of a battle, how a successful intimidation check can subvert a fight, or how deception can reveal critical info. No one is safe and anything can happen when you put your fate in your hands, take a chance, roll the dice. A Critical Role Fanfiction
8 161 - In Serial9 Chapters
Ember in the Ashes
During the Fall of the Kingdoms, two royal siblings torn apart. Kale and Melody Lione were stolen from their futures as keepers of the Lione Kingdom and split down two different paths. Kael finds himself hurried away across the AlBlu Sea to a remote place hidden by mountains where men and women dedicate themselves to murder for the “greater good.” A new destiny is forced upon him by his saviors/captors and he is trained to use his blade to unmake rulers rather than become one himself. After a fiery betrayal from a man he trusted that cost him a second home and a second chance at stability, Kael becomes lost once more without a future so he clings to the only thing he knows; vengeance against the one responsible for his misfortune. Melody is raised in a remote village by people loyal to her lost parents. It is from these people that she learns to see the beauty that lies within every part of existence, especially in music. Music becomes her escape and her happiness. After a dear friend and mentor is taken from her by the ignorance of the same people from whom she once learned kindness, she leaves to find something more and to share her love for music on the other side of the Alblu Sea. With kingdoms becoming obsolete to the modern world of Embre, her choice to be a musician over trying to get back the royal life stolen from her leads her to dark places in a big and dangerous city. When they meet again, Kael has the chance to learn forgiveness from his long-lost sister and Melody has the chance to be corrupted by Kael’s need for revenge. Kael has the army Melody needs and Melody had the home Kael needs, but they cannot both have what they want. For Melody to surive a dark threat, she would have to accept the path of violence. For Kael return to the life he lost, he’d have to abandon the strength to keep his sister safe.
8 185

