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Read book online Β«Monster Hunting 401: A LitRPG Fantasy Adventure by Andrew Karevik (best books to read txt) πŸ“•Β».   Author   -   Andrew Karevik



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Unlocks the Mapmaking ability.

Navigator Tier Two:

- Secret Passage: Hidden doors, passages and basements will glow, revealing themselves.

Navigator Tier Three Completed

Hunter Tier One:

- Animal Tracker: Your tracking abilities can now apply to natural animals.

- Butcher: Increases the meat gained from butchering any creature by 50%.

- Stomach Sense: You can tell which monsters are edible and which ones are not at a glance.

Acrobat Tier One Completed

Acrobat Tier Two Completed

Acrobat Tier Three:

- Wall Run: May move alongside flat vertical surfaces for a distance of ten feet at a time.

Acrobat Tier Four:

- Blessed Descent: You no longer take fall damage and always land on your feet.

Giantslayer Tier One:

- Flatten Body: Reduces stomp and smash attack damage by 80% when fighting a Giant monster (10 feet or taller.)

Giantslayer Tier Two:

- Crush Defense: Reduces grab and squeezing attacks by 50% when fighting a giant.

Giantslayer Tier Three:

- Iron Meets Steel: When touching a Giant, you gain +5 Strength until contact is broken.

- Titanfoe I: Titans take more of an interest in you than other targets in a fight.

Alchemy Tier One Completed

Alchemy Tier Two:

- Miscibility: May convert Estoan to Firnin or Firnin to Estoan at a rate of 2:1.

- Apprentice: May brew Level Two potions.

- Nourishing: Potions now feed and hydrate you.

Magician Tier One:

- Memory Trick: Reduce memorization cost of spells by 25%.

Magician Tier Two:

- Mystic Bonds: Select one item in your possession. That item, when worn, grants you an additional +100 mana. You cannot cast spells without your Mystic Bond equipped.

Magician Tier Three:

- Fast Caster: You may spend an additional 20 mana to reduce casting time of a spell down to 10 seconds. This only works on spells with a casting time of an hour or less.

- Mystic Vision: You can sense the elemental strengths and weaknesses of enemies by observing them for a few seconds.

Spellbow Tier One:

- Arrowfinder: You always know the exact location of your arrows and can find your way to them in the shortest time possible.

Spellbow Tier Two:

- Platform Arrows: You may spend 5 mana to instantly turn an arrow into a platform arrow. When a platform arrow strikes a solid target, a 5 foot long steel platform appears, affixed to the surface. These platforms exist for 1 hour before fading.

- Command Arrows: You may spend 20 mana to command all arrows in the area to fire themselves at a single target. (This spell does not work on arrows in quivers or other containers.)

Tier 2 Alchemy abilities weren’t crazy expensive, at least not when compared with the higher end of the ability pool. At 500 points each, I could purchase Apprentice and Nourishing, opening up not only second level potion making, but also the third tier of alchemy. With a shrug, I paid the 1,000, fondly remembering the days when a decision like that would take me hours to commit to.

At once, the potion tab of the Hunter’s Sight informed me of an entirely new list of potions I could create. I took a look before I invested any more points into alchemy, to see if Level 2 had anything worthwhile.

Level Two Potions

Advanced Accelerated Healing:

Cost: 50 Firnin, 50 Estoan

Duration: An hour

Effects: Grants a year’s worth of physical recovery within an hour.

Side Effects: While the potion heals, you are unconscious.

Spell Surge:

Cost: 50 Estoan

Duration: Instant

Effects: Restores mana immediately.

Ironskin:

Cost: 100 Firnin

Duration: 2 hours

Effects: Transforms your skin into iron, granting you high resistance to slashing and stab attacks. Attacks that manage to bypass your defenses will be reduced to a fourth of their damage.

Side Effects: When potion ends, you become disabled for ten minutes.

Sense Invisibility:

Cost: 100 Estoan

Duration: 8 hours

Effects: When consuming, focus on a single sense (sight, hearing, scent or supernatural). You become effectively invisible to that sense group. You cannot be detected by that sense group by any normal means until the duration ends.

Side Effects: Mild hallucinations occur when under the influence of this potion. Whichever sense you have become invisible to you will manifest in strange and misleading ways.

Extended Minor Stat Enhancement:

Cost: 100 Firnin, 100 Estoan

Duration: 1 week

Effects: Grants +2 to a state of your choice for 1 week. Multiple uses will not stack.

Side Effects: This concoction has a slight intoxicating effect when it peaks at multiple points during the digestion process. Expect random bouts of sickness, mood swings and lack of coordination lasting for no more than 10 to 15 minutes at a time.

Ability Purge:

Cost: 1 Kaos

Duration: Instant

Effects: Consuming this potion allows you to immediately purge X number of abilities from your body. These abilities are removed instantly and are no longer available to you. You receive a full refund in Bloodpoints equal to the total value of the abilities purged. You may not purchase these abilities again, however, and they still count for the advancement down your skill trees.

Side Effects: You must be properly hydrated, or this process will kill you.

Elemental Immunity:

Cost: 100 Firnin

Duration: 8 hours

Effects: You may select one element. For the duration of the potion’s effects, you are immune to the harmful effects of selected element. Note: you are not immune to damage from elemental attacks. A fire arrow will still deal arrow damage and a frost boulder will still deal impact damage. However, the elemental effect deals no additional damage.

Side Effects: You become vulnerable to the opposite of the chosen element for the same duration.

Walking Sleep:

Cost: 100 Estoan

Duration: Instant

Effects: Consuming this potion grants you the full effects of a full eight hours of sleep. Anything that would have occurred during your sleep state such as healing, regenerating mana or durations of potions ending, occur as if eight hours had actually passed.

Side Effects: Sustained use of Walking Sleep builds up nightmare toxicity. When you experience real sleep next, you will experience disturbing dreams for a number of days equal to your toxicity.

Not bad! A lot of situational potions, but frankly, many of these situations came up more than once in a hunt. Being able to press on without sleep was useful, as was the better Accelerated Healing. Ironskin and Sense Invisibility were also

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