《Luck And Chronomancy》The Unfortunate Side Of Fortune
Advertisement
Given the current composition of our party there was something very specific we needed to look for now that we had finally gotten ourselves to the Emporium. Mana and mana regeneration. Top tier equipment could boost skills and target specific Talents but we weren't there yet financially. So the best way to improve our impact was to prevent ourselves from running out of spells.
If you looked at the Basic Aspects I previously displayed you might see a unique problem we suffered from because we all had Tier 2 or better Aleatory Talents. Normal adventuring parties might have 1 person with a high level Talent this early but mostly they had Tier 4 or Tier 3 magic. The 8 Basic Aspect Talents were tier 4 as were some of the martial Talents. Tier 3 Talents were usually single composite Aspects although sometimes one like Igneomancy qualified for Tier 2. We almost all further compromised ourselves by taking Tier 3 Arbitrary Talents. Lutomancy, Spodimancy, Lignumancy, and Roboromancy were all Tier 3. The Miasmist was actually the only one who took a Tier 4 Talent, although the 4 "Basic Elements" were the lower end and Tenebramancy was a bit more finicky.
We lacked the "scaffolding" to support our very high level Aleatory Talents. A Forest Mage would usually have Hydromancy and Limusomancy. Although the Treant was technically and off-tank and not a pure mage. That mana support would be quite valuable. We also lacked our Healer who usually had mana support as well. Chronomancy was a Tier 0 Talent which usually had at least 1 Tier 1 and 2 Tier 2 talents as well as a more varied but higher number of Tier 3 and Tier 4 talents behind it. Additionally we had excessive battlefield control and monster control but lacked raw damage output, especially as our mid/frontline party members were prevented from engaging while Ground Wall was active.
Some of this could be remedied by adding more party members to fill roles but that was a long term goal and we didn't expect to get a full 8 person team for optimal *Challenge* attempts for a while. The 5 of us all had our amulet and bracelet slots filled and we all burned the single slot on a health item. Ring slots were more numerous, 2 for each hand, but generally took weaker enchantments. The head slot could take mana trading off against other options of similar value. Shoes or boots were not highly receptive to mana enchantments and neither were other non-core parts of body slots. Special cloth armor could take mana enchantments although it was expensive and traded off a ton of protection.
As we perused the quality magical gear that was a specialty of even the independent crafters in the Academy's bazaar we ended up with slightly different choices. We all decided to purchase very high quality head gear, for our experience level, but with slightly different styles. The Miasmist got a traditional pointed hat while the rest of us opted for plain circlets with quartz enchanted. Meanwhile the Treant opted for a laurel crown threaded with silver. The enchantments were equivalent on 4. +1 mana/s and +40 mana. The Treant's crown provided REC +5HP/s and +3 mana/s.
Advertisement
Unless you took a crafting path early you probably don't know exact process for how it works. To craft an item you need to possess the associated Talent plus the appropriate crafting Talents. To enchant items you need to possess an associated magical talent. Many Talents work for healing or mana boosts, you needed Manasophy to make the +attunement damage effect on our Academy Staffs, to add a fire damage buff you needed a fire Aspected magical Talent. Some things could not be provided by enchantments. % mana cost reduction was one example. This could only be provided by Talents.
We lacked the cash for any really high quality items of other kinds. We ended up with, relatively, cheap cloth armor for all of us with +10 health and +20 mana. Our primary casters now all had Base(20)+Manasophy(50)+Headgear(40)+Armor(20)+Staff(20)+Bracelets(42)=192 bonus mana. I had Attunement(21*4)=84 mana putting me at 276 total. This gear was a pretty significant boost and would have made the wolf/warg fight almost laughably easy. The Miasmist and the Eruptor had 272 mana. The Shieldmaiden had 206 and the Treant had 146.
Chronomancer Miasmist Shieldmaiden Eruptor Treant Health 78 Health 78 Health 170 Health 78 Health 128 Mana 276 Mana 272 Mana 206 Mana 272 Mana 146 MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s
After finishing our time in the bazaar we returned to the inn at the request of the Miasmist to discuss party issues. How we'd divide loot, Dungeon Cores, and more about what Talents and Tier Ups we should pick to optimize the party. To some degree these choices dependend on what was available. If our first young Dungeon discovery was Aspected towards physical Talents that would obviously go towards the Treant or maybe the Shieldmaiden. I went upstairs to unwind and avoid the lively meal times after a long day while the other 4 stayed downstairs at the inn to chat. I had no idea I'd come down the next morning to a new party member.
I spent my time that night thinking about some of my potential Talent choices and what Tier Ups to get. Time was a rare Aspect so it might take a while to find an appropriate mature dungeon to boost it to the next stage. Manasophy meanwhile could be upgraded right here at the Academy Dungeon. The Academy dungeon had a broad array of low level Aspects but the ones strong enough to count for Tier Ups were Manasophy, Force, Air, and Light. This did allow for Tier Ups of composites containing Light and Force.
You've already seen Darkness but here are the other 3 Basic Aspects.
Lumenomancy Light Ray 20 dmg Single Target Ranged 30m Cast 1s 40 mana Shine -1s control -1 mark Single Target Ranged 30m Cast 1s 30 mana Glitter +1s distract Sphere 4m Ranged 30m Cast 1s 25 mana Blind +2s distract Single Target Ranged 30m Cast 1s 20 mana
Light and the associated Aspects have a boost to range and fast casting times. Light itself has stronger versions of the weaker forms of control, primarily *Distract* at lower tiers, and a little bit of positive energy such as Shine. Light is relatively unique in providing control time reduction although mark removal is more common. Light Ray is the traditional 1s low damage spell with an Aspected affinity.
Advertisement
Vitamancy Remedy REC 5HP/s DUR 10s Single Target Ranged 20m Cast 1s 40 mana Inoculate -1 mark -3s DoT DUR Single Target Ranged 20m Cast 1s 30 mana Anatomy Permanent Passive Self -10% mana cost TYP GRP (Life) Recover +40 HP Single Target Ranged 20m Cast 1s 50 mana
The vast majority of focused healers take Vitamancy no matter what their Aleatory Talent. The Self only mana reduction is extremely valuable. No other Talent has more than -5% Life mana cost and even then only at higher Tiers as an evolution of a domain spell. Inoculate has a very rare but not unique effect as well. Remedy and Recover are perhaps more efficient than other spells but are otherwise very standard.
Impetumancy Stun 2s Stun Single Target Ranged 15m Cast 1s 50 mana Barrier 50 Health BAR 4m linear Ranged 10m Cast 1s 30 mana Smash 35 dmg Single Target Ranged 15m Cast 1s 40 mana Shove Push 10m
I had a personal goal of getting Gravity as a Talent. While Space had only a little less control ability it had a lot of movement capacity which is not what our party was geared for. Astromancy was a good step in that direction if I could find it. I had a slightly less intense desire to pursue Arcana or Abstraction. I wanted to make the most of my luck in gaining such early access to an Elder Aspect and merely dip into lower tiers to focus on Deep Magic.
I was also interested in Glacial Magic(Ice/Fortification/Time) or Ocean Magic(Wave/Blood/Gravity).
Fluctumancy Riptide Push 10m
Gelumancy Frostbite 7 DoT/4s +1mark +2dmg/mark Single Target Ranged 20m Cast 2s 45 mana Winter -5% mana cost TYP GRP (Air) -5% mana cost TYP GRP (Water) 1.5x MOV cost AoE 16m Self Cast 3s 80 mana Blizzard 20 dmg ENV/3s AoE 8m Ranged 20m Cast 2s 50 mana Freeze 2s Stun AoE 5m Ranged 20m Cast 2s 50 mana
Ice and Wave magic both had strong movement restrictions and even environmental effects. Ice even had a rare DoT although in the style of Ash it was a *burst DoT* with a short duration but high damage. Suffocation and Frostbite would usually be a followup and not a ramping DoT. Marks were permanent even if damage ended, if I haven't made that clear.
The abilities of Ocean or Glacier magic were not widely known, even I didn't have a lot of information at the time, but they could be extrapolated from the component aspect. Ocean magic focused on movement control while Glacier magic was primarily about lockdown control.
I woke up the next morning to plenty of "excitement". Those who had stayed downstairs had connected with a woman who had abandoned their first attempt at a party due to personal friction. Her Aleatory Talent was superior to theirs but they were a group of long time male friends, who I'm told were a bit juvenile, and that combination did not go well. I guess our party looked a bit friendlier to her, especially since I was upstairs at the time and she slotted in well as a healer and support which we very much needed. I was Primary Control/Secondary Support and she was Primary Healer/Secondary Support and we provided different variations of support so that was a big plus.
She was a standard Manasophy Mage by childhood and education but her Aleatory Talent was the Tier 1 Abluomancy(Healing/Shadow), or Cleansing Magic. She took Vitamancy as her Arbitrary Talent.
Manasophy Mana Boost Permanent Passive +50 mana Mana Efficiency Permanent Passive -5% mana cost Mana Strike +1 magic dmg per attunement Boost 10 mana Mana Bolt 25 magic dmg Single Target Range 20m Cast 1s 40 mana Vitamancy Remedy REC 5HP/s DUR 10s Single Target Ranged 20m Cast 1s 40 mana Inoculate -1 mark -3s DoT DUR Single Target Ranged 20m Cast 1s 30 mana Anatomy Permanent Passive Self -10% mana cost TYP GRP (Life) Recover +40 HP Single Target Ranged 20m Cast 1s 50 mana Abluomancy Attunement +6 Retention +4 Rigor +4 Will +2 Revitalize REC 5HP/s DUR 8s +40 mana Single Target Ranged 20m Cast 2s 60 mana Infusion -2 marks -4s DoT DUR Single Target Ranged 20m Cast 2s 50 mana Unbind -3s control Single Target Ranged 20m Cast 2s 80 mana Unravel -1 buff effect AoE 8m Self Cast 2s 80 mana
With our newest ally we headed out into the *Near Wild* to scout for young dungeons and random rare ingredients. She didn't provide a *huge* benefit to us outside of perhaps Revitalize. It was an excellent spell for our frontline who had low mana and might need some extra health. Still, she could always cast Mana Bolt.
Advertisement
- In Serial74 Chapters
Heroic Journey: 404
-Story Status : Completed- -Editing ongoing- Are you ready to Embark on a Journey of sheer Wonderment?Then join us in the Fantasy world of Fanswald where our hero is finalizing his grand entrance into this brave new Realm. Don't forget our brilliant heroine Melly who will have to keep her wits about her to deal with this rather odd hero. Oblivious to the truth, Clemiticus will explore this new realm with open eyes and a closed mind. Join him as he battles the forces of bright-darkness and explores a new crazy world of epic fantasy! Will he change the future of this crazy land for the better?At least one thing's for sure, Fanswald will never be the same again.
8 85 - In Serial25 Chapters
Filters
In March of 1954, Earth is covered in a month-long fog. This is what follows. (Updates Fridays)
8 321 - In Serial17 Chapters
Wonderous Tales of the Northern Kingdoms
A short story collection set in a medieval Fantasy world, "Wonderous Tales of the Northern Kingdoms" takes you to the three kingdoms Seathornia, Sucellie, and Waldbergen. Follow their human and nonhuman inhabitants on their adventures. The stories tell the experiences of:- orphan girl Tilly and her water horse companion Domhnull, - healer Friedbert and his wood sprite foster grandmother Adalberga,- vampire assassin Dragomira,- mountain fairy Blanchefleur,- long-eared slave Otaspes,- King's brother Doderic,- and nightmare Princess Himiltrud. The short stories are interconnected with characters from different stories crossing paths and chronological dependencies. Nonetheless, each story can also be read on its own. The word count ranges from ca. 1800 to 2800 words. The story collection is completed with a total of fifteen short stories and two extras. Although a possible future continuation is generally an option, it is not too likely.*******This is my first time publishing one of my fictions. I am using this short story collection as a way to test the waters before I seriously consider publishing a novel. As English isn't my mother tongue, I would appreciate it if native speakers, anglicists or any other proficient users of the English language could kindly inform me about any mistakes in grammar or word choice so that I may correct it. The same applies to any sentence or paragraph that may sound unnatural in English.
8 132 - In Serial14 Chapters
Killing Zombies Is Like A Game?!
Tsk, all I wanted to do was stay home and relax with some video games but life said 'Fuck you and your desires.' The first thing they threw into my path was the tech nerd who does nothing but annoy me and threathen to turn my computer into a robot. And you ask what's the second thing they threw to fuck up my day? Well, they turned the whole world into a zombie infested playground. Want to know the kicker? They gave me a system so you know what I'm gonna do? I'm going to treat these zombies like it's just one damn game!
8 108 - In Serial51 Chapters
Magic Empireum: Blood Coin
After a prolonged war between the militarized state of Nauler and the great Kingdom of Altarcia, mediation from the Vindean Empire finally bears fruit. To prevent mass starvation in the eastern Kingdom, Vindeans lifts its customs on the border and funds every merchant willing to supply Altarcians with food and other basic necessities. This opportunity will open a way for quick-witted traders to build their fortunes on common folk ill fate! Where the sword can't reach, the spy will deal a fatal hit. Never in modern history has the world seen such a ridiculous situation, where two enemies can control each other with their intelligence network while failing to govern their own lands for the same reason. Every event taking place has at least three sides looking for their faction profit. As the western continent falls deeper and deeper into a quagmire of schemes and infighting, beyond the great continental wall a mass of barbarians is venturing north in search for a better way to invade these damn knights. Unbeknownst to them, an army trained in the blaze of endless conflict sets forth to foil their plans. If only the eastern frontline didn't require over a million man strong force to be maintained! When everyone is aiming at everyone's throat, great schemes are changing the power balance between the powerhouses, one can only look to improve his own situation. When rulers are sending fathers and sons to battles, daughters and mothers whore themselves to afford another handful of wheat. Only the strong can prevail? All of them either died in the past battles or are enjoying the benefits of the jungle law. In this harsh reality, to win means to survive. To survive means to end other people's lives. To live means to exploit others. How can one reach for greatness, when this world is nothing but a toy in the hands of so-called 'God'?
8 625 - In Serial47 Chapters
The Parvenu
New chapter every Saturday, 10AM GMT-7.With so many people trying to manipulate his future to turn out a specific way, Kayin is stuck in the middle, struggling to create his own destiny. - Kayin's quaint village life is heavily disrupted when a woman who can see the future has a vision of Kayin starting a rebellion against the ruler of the world. Balancing ignorance, lack of skill, and limited resources, Kayin must lean on the opportunities afforded to him to rise up and be a leader that the future requires him to be. But how do you fight an enemy you've never even heard of? At what point do you stop following the directions given to you to make the future happen, and create your own? With less than a general idea of what is going on, Kayin allows himself to become a political pawn for the sake of helping others. But is he truly a leader if he follows orders? Is he a worthy leader if he doesn't?
8 264

