XaiJu
Author Frank Morin
Author Frank Morin

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Ch 172 - Stats Check & Full Stats Appendix

Today we celebrate reaching the end of Nexus Runner 2!

Yeah, that massive monster of a book is a wrap! Please share what you think?

Actually, this book is so big, I may have to split it. Haven't decided yet, but it's a possibility. Do you prefer shorter or longer litRGP books? If I release this whole thing as book 2, it'll probably top 240,000 words - which is a monster. Probably end up around 26 or 27 hours of audio.

If I do cut it, one option would be to cut it more or less right after Lucas deals with Lord Ashkaroth. I'd love to hear your thoughts on the idea.

And here is the final Stats chapter, along with an appendix with the full stats, abilities, and titles detailed.

Enjoy! And THANK YOU for sticking with the story this far!

And . . . on to book 3!

=============================

Final stats check. A great chance to see Lucas’s final stats. If you’re not interested, feel free to skip this chapter without missing anything.

Name: Lucas Altan

Race: Tier-1 Human

Class: Backdoor Synergy Wizard

Level: 37

Life Points: 4748 Efficiency

(Tier-0 equivalent: 478,860) 100%

Mana: 231 100%

(Tier-0 equivalent: 2,310)

Number of Followers: 5

(Note: Tier-0 equivalents are 10 times higher)

BASE STATS:

Constitution: 99 60%

Intelligence: 60 75%

Strength: 84 60%

Dexterity: 63 60%

Wisdom: 140 60%

SECONDARY STATS:

Endurance: 203 60%

Agility: 269 60%

Perception: 242 60%

Magical Resistances: 182 60%

Luck: 154 60%

CHA: 1322 100%

OTHER STATS:

Mental Resistance: 81 100%

Fear Resistance: 65 100%

Poison Resistance: 60 100%

Fire Resistance: 60 100%

Heat Resistance: 60 100%

Steam Resistance: 60 100%

Most Elemental Resistances: 55 100%

Other Resistances: 50 100%

PERMANENT SPELLS

1 Harvest Level 3

2 Tether Slide Level 2

3 Energy Ward Level 5

UTILITY SPELLS:

1 Mystic Looter Level 2

2 Linguasight. Level 7

3 Navigation Level 3

4 Soul Feed Level 4

CLASS SPELLS:

1 Elemental Harmony Level 2

2 Divergent Strike Level 3

3 Potential Hammer / Hammer Strike Level 1

TEMPORARY SPELLS:

1 Knock Knock

Uses Remaining: 3

2 Mana Beam (Harvested Spell 1)

Uses Remaining: 1

3 Shadow Walk (Harvested Spell 2)

Uses Remaining: 2

4 Upper Cut

Uses Remaining: 2

5 Mana Desert

Uses Remaining: 3

Tier-1 ABILITIES

1. Swordsman Uncommon Level 3

2. Mana Control Uncommon Level 4

3. Meditation Uncommon Level 4

Tier-0 Abilities

1. Hand-to-hand martial arts fighting. Common Level 13

2. Heavy Weapons Common Level 7

3. Dual Wield Epic Level 5

4. Knife Throwing Common Level 5

5. Spellseers Gaze Rare Level 4

6. Wolf Blood Uncommon Level 12

7. Wolf Sight Uncommon Level 4

8. Runesmith Uncomnmon Level 18

9. Mana Strings Uncommon Level 6

10. Mimic Rare Level 6

11. Fire Hand Rare Level 4

12. Crisis Management Uncommon Level 3

13. The Show Must Go On Rare Level 8

14. Iron Lung Rare Level 2

15. Visionary Resolve Rare Level 3

16. Phantom Step Gear Ability Level 4

17. Force Weaver Class Ability Level 6

18. Squared Circuit Class Ability Level 4

EXISTING TITLES:

Inquisitive Mind

Trailblazer

David Copperfield (Upgraded)

Lucky Stiff

Musketeer

Spartacus

Doctor Strange

Hercules

Alan Alan

Tiberius

Merlin

Beast master

Mephistoles

Alexander

NEW TITLES:

Goliath

Plus 1 to all martial abilities

Plus 5% to Strength and Constitution

Double Strength, Constitution, or Physical size for 30 seconds

Alpha

Rule the pack

Plus 5% to Strength, Constitution, and Agility per follower

Lunar Dominance - Plus 10% more to boosted stats at night

Intergalactic Guardian

Plus 1 to all primary abilities

Start all new primary abilities with plus 1

Alien species will see this title

APPENDIX

This Appendix is purely informational for those who wish to review the full description of all of Lucas’s spells, abilities, and titles.

PERMANENT SPELLS

1 Harvest

Mana Cost: Minor

Unique. Up to 70% chance to gain a Spell from a defeated enemy.

Chance increases by 2% per enemy level higher than your own.

Can have a maximum of up to 2 harvested spells. First in, First out.

2 Tether Slide

Mana Cost: Minor

Rare. Mark up to 2 objects or items as your tethers.

Within 10 minutes you may cast a magical hook to those tethers and slide to them across any terrain up to a distance of up to 500 yards, with a single change of direction at the first tether point. At least one tether must be within sight when spell is triggered.

Once per hour, trigger Implacable. Double your speed. Ignore any force attempting to deflect or impede your slide to your next tether point and add 500% more damage to your first strike.

3 Energy Ward

Mana Cost: Variable

Aura. Rare. Generate an invisible defensive aura that extends 2 yards in every direction to redirect force from all incoming attacks and deal double deflected physical damage back against attackers. Enemies who remain in the affected area suffer increasing levels of restraint while being drained of life force and mana.

UTILITY SPELLS:

1 Mystic Looter

Personal spatial storage inventory.

Loot fallen enemies.

Upgraded inventory size from David Copperfield title to a 50 x 50 grid.

2 Linguasight.

Identify. Upgraded with additional information, energy signatures, reality filter, and more information about classes.

Translate most spoken languages from the Multiverse.

Upgraded to include Mammoth Lions and inner-world support languages.

3 Navigation

Personal map that populates as you explore. Both full and mini map views.

Upgrades include plotting and waypoints. Upgrade with Ping.

Ping. Once per day, update map out to 100 yards times current Perception with one of the following: Monsters, dungeons, rifts in the fabric of space, or loot boxes.

4 Soul Feed

Unique. Absorb energy from fallen enemies to refill mana and health and supercharge all physical attributes for short periods.

Upgrade: Area of Effect. Designate a variable percentage of stolen energy toward party members.

CLASS SPELLS:

1 Elemental Harmony Level 2

Mana Cost: Minor

Combine the effects of up to 3 elemental-based potions with any spell to add a melded elemental effect to the spell. Effects vary depending on potions applied and base spell used.

2 Divergent Strike Level 3

Mana Cost: High

Area of Effect. A high-impact attack that detonates across an area 5 feet in diameter per level with major kinetic damage. Blast wraps all affected enemies with convergence mana, weakening their spellcasting and preventing absorption of basic or attuned mana for 10 seconds. Cooldown: 5 minutes.

3 Potential Hammer / Hammer Strike Level 1

Mana Cost: Moderate

Area of Effect. Two-part spell.

Cast at the beginning of a battle to cover an area 5 yards in diameter per level in an invisible field. All energy usage within the affected area for the next 5 minutes will add charges to a pool of pure kinetic energy. Pool can be tapped to add Hammer Strike to any blows. Pool dissipates after 6 minutes. Cooldown: 10 minutes.

Hammer Strike. Unleash all charges of energy built within Potential Hammer through any form of melee strike, dealing pure kinetic damage. Force of each charge roughly equivalent to Lucas’s average-force punch.

TEMPORARY SPELLS:

1 Knock Knock

Uses Remaining: 3

Tells a random knock knock joke. Can cast up to 50 yards away.

2 Mana Beam (Harvested Spell 1)

Uses Remaining: 1

Unleash a focused beam of convergence mana to interrupt a target’s mana.

50% base chance to overwhelm a target’s mana pool.

40% chance to transform that pool to convergence mana you control.

30% chance to detonate that mana pool.

Chance of success adjusted based on difference in mana pool sizes.

3 Shadow Walk

Uses Remaining: 2

Surround yourself with shadows for concealment and 50% added defense for 3 seconds. Teleport through the shadows to any shadow in sight.

4 Upper Cut

Uses Remaining: 2

Double the physical damage of an uppercut punch and unleash 4 ethereal claws from the back of your hand.

5 Mana Desert (Mimicked spell) Level 3

Uses Remaining: 3

Create a wave of suppression out to 3 yards per level that snuffs out all active spells and mana-based abilities for 30 seconds.

Tier-1 ABILITIES

1. Swordsman Uncommon Level 3

Plus 20% Effectiveness of Agility when wielding swords and fighting sticks. Plus 20% slashing damage and plus 25% penetration with each level.

2. Mana Control Uncommon Level 4

Gain an innate sense of all mana at or below your tier within visual range along with vastly improved abilities to manipulate that mana. Improvements include:

Mana efficiency. Tier-0 spells and abilities cost minimal mana to cast and double their previous power. Tier-1 spells and abilities cost 10% less per level with 10% more power and 10% reduced cooldown. Casting multiple spells simultaneously costs 15% less effort per level.

Mana domination. Control all mana within a 3 yard radius per level, affecting all tier-0 spells or abilities in that sphere. Suppress available mana from enemies, amplify mana for allies, or convert to mana type(s) of your choosing

3. Meditation Uncommon Level 4

Through self reflection and insight you gain true self mastery. Plus 5% to Wisdom per level of this ability.

Tier-0 Abilities

1. Hand-to-hand martial arts fighting. Common Level 13

Improves bare-handed combat. Each level of this ability decreases reaction time by 5% and increases damage by 10%. For every punch landed in each fight, add 3% to blunt force resistance and 5% to skin toughness.

2. Heavy Weapons Common Level 7

Add 20% extra damage per level when wielding an ax, warhammer, maul, or similar heavy weapon.

3. Dual Wield Epic Level 5

Gain 10% Agility and 15% extra damage per level when dual wielding. Once per fight may trigger Steel Blizzard.”

“Steel Blizzard. For your next 4 strikes, 4 clone blades will follow each weapon’s every move and deliver 50% pure kinetic force and 50% pure spiritual force against the target.

4. Knife Throwing Common Level 5

When throwing short, bladed weapons, this ability improves accuracy by 10% per level and damage by 15% per level.

5. Spellseers Gaze Rare Level 4

Sight enhancement. Ability to zoom in on distant objects and trigger Identify.

See mana and energy in living color.

6. Wolf Blood Uncommon Level 12

Accelerate health and mana regeneration by a 10% per level by absorbing energy from the environment.

7. Wolf Sight Uncommon Level 4

Unlocks night vision and increases Perception stat points calculated from Wisdom by 10%.

Life force absorbed from a monster resonates with you, allowing you to more clearly sense similar monsters and see through illusions or invisibility obscuring them from your sight. Pierce invisibility and most illusions

8. Runesmith Uncommon Level 18

Gain a basic understanding of mana-focused runes.

10% per level faster learning of new runes.

10% per level improved mastery over creating your own rune words.

9. Mana Strings Uncommon Level 6

20% easier crafting of mana strings per level, with 15% added strength and 10% reduced mental effort per level.

10. Mimic Rare Level 6

Rare. Gain a 20% chance for each level of this ability to cast any spell you’ve been struck with in the last 15 seconds as if it was a temporary spell you control.

Upgrade: choose a single Mimicked spell at a time to linger as a temporary spell until you use it

11. Crisis Management Uncommon Level 3

Plus 5% per level to the Effectiveness of Intelligence.

12. Fire Hand Rare Level 4

Deal 50% more damage per level to monsters who use fire mana.

13. The Show Must Go On Rare Level 8

You gain insights into creative ways to best your foes. Insights grow with the difference in levels between you and your enemy.

14. Iron Lung Rare Level 2

Continue breathing freely for 10 minutes per level in any otherwise deadly environment, including liquids, void, and solid stone. Your lungs now purge all airborne contaminants, including spores, acids, and harmful gasses.

15. Visionary Resolve Rare Level 3

All followers and team members under your command receive plus 10% to Constitution, Strength, and Mental Resistance per level when facing monsters more than 20 levels above yours, or enemy forces that outnumber you by more than 2 to 1.

16. Phantom Step Gear Ability Level 4

Rare. Phase to incorporeal for up to 5 seconds per level, becoming immune to most physical damage. Limit of 30 seconds per level per 24 hour period.

17. Force Weaver Class Ability Level 6

Rare. Dramatically increase your chances of combining two otherwise non-compatible spells to produce a new evolution of both with double their starting combined power plus 15% per level of the ability.

In addition to unlocking synergies between spells and abilities, add 20% additional kinetic damage per level.

18. Squared Circuit Class Ability Level 4

Rare. Each time the same spell is cast in the same fight, potency doubles while mana cost and cooldown is halved.

EXISTING TITLES:

Inquisitive Mind

Plus 10 to Intelligence

Plus 10% improvement to formulas of all stats affected by intelligence

10% faster learning of new skills and abilities.

Trailblazer

30% chance of loot boxes upgrading, or discovering bonus hidden loot boxes.

David Copperfield (Upgraded)

Upgrades body to tier-one.

Plus 2 extra free points per level

Increase of 30% to affect of primary stats on secondary stats!

Increase size of Inventory in Mystic Looter from 10x10 to 50x50

A fourth utility skill

A unique Harvester perk.

Lucky Stiff

Unlocks a new secondary stat: Luck. Plus 15 to Luck.

Musketeer

All for One. One for All. Plus 5 to all base stats.

Loot boxes from bosses and monsters 25 levels or more above your own automatically upgraded 1 tier.

Spartacus

Gain an additional 5% experience for each monster level higher than your current level plus 15.

Plus 10 to CHA.

Plus 10 to Luck.

Doctor Strange

Increase effect of all primary stats on calculating all secondary stats by 10%.

Additional increase effect of Intelligence on calculating magical resistance by 25%.

Additional increase effect of Constitution on calculating magical resistance by 25%.

Hercules

Plus 5 to Strength. Plus 5 to Constitution.

New aura: Indomitable.

Indomitable. Aura. Protect your mind and those of nearby party members with plus 50% mental defense for the duration of the aura. Mana cost: Moderate. Area: 5 feet for every point in Wisdom.

Alan Alan

Plus 10% effect of both Intelligence and Wisdom to calculating Luck.

Plus 10% to final calculation of CHA.

Plus 10% to final calculation of Constitution.

Tiberius

Double all current base stats.

Plus 15% to all secondary stat calculations. Plus 50% to all other resistances.

Upgrade Explorer’s Sight to Spellseer's Gaze.

Spellseer's Gaze. See energy and mana in living color, sense energy flows, and more easily see synergies between spells and mana types.

Merlin

Plus 5 to Intelligence.

Plus 5 to Wisdom.

Plus 10 levels to all existing direct mana-focused abilities.

Start all new direct mana-focused abilities at level 5.

Beast master

You now sense animals within 20 yards, sense their level of hostility, and have a 30% chance to influence that hostility.

Mephistoles

Unlock Shadow Mana Channels. These secondary channels are fueled by a secondary mana pool. Both pool and channels remain inert except for moments of extreme danger fighting stronger monsters where your health drops more than 50% and you need to unleash a bit of chaos.

Alexander

Plus 5% to your maximum damage for each of your titles.

Once per day, you may unleash Eminent Domain.

Eminent Domain. Add 25% maximum damage per title in a single strike.”

NEW TITLES:

Goliath

Plus 1 to all martial abilities

Plus 5% to Strength and Constitution

Double Strength, Constitution, or Physical size for 30 seconds

Alpha

Rule the pack

Plus 5% to Strength, Constitution, and Agility per pack member (follower).

Lunar Dominance - Plus 10% more to the same boosted stats at night

Intergalactic Guardian

Plus 1 to all primary abilities

All new primary abilities start with plus 1 level.

Alien species will see this title and understand you have become an ambassador for intergalactic negotiation.

Comments

Ps. please make the duelist a fractal knight, still one of my favorite spells

Kyle

I think the book length is fine as it ends nicely where it’s at

Kyle


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