69 Chapter 62 ~ A Sign of Doubtful Sanity (1/2)

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Siola browses through the menu of her inventory and found several items have been inserted inside, she then went up and open the patch note and mumbled, ”Mrrmmph, free stuff is nice, but… I wish they could change or rework the Necromancer class, but instead… they NERF IT!”

”N.E.R.F IT as if the class was too op or something!”

Screaming as she holds her head, rolling around the bed, ”Ngrr... Why, Aris, why. Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy!?”

*Pomf*

Sighing, 'Aris, she's the main head developer of the game. Can't believe they nerf the class that I'm using, but why… why dammit. There is nobody. Absolutely nobody play this class. So, please… fucking buff it already, man.'

She even teared up a littlebecause of this.

Once more, she brings up her status screen.

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Status [Level 40] Progress: 100% ~ [Stored Level: 11 at 29.47% Progress]

Name: Dola / Occupation: Necromancer / Rank: Novice

Health: 4500/4500 / Mana: 0/0 / Stamina: 100/100

Strength: 0 / Vitality: 0

Dexterity: 0 [+45] / Resistance: 0 [+30]

Intelligence: 104 / Faith: 106

Luck: 1 / Potency: 1 / Perception: 1

Equipment

Weapon: [Enchanted Magister Staff] Physical Attack Rating: 48 / Ability Potency: +1.5 / Requirement: 40 Intelligence, 20 Faith / Bonus Enchantment: Increase Spell Potency by +0.25

Armor: Physical Defense: 44%, Magical Defense: 56%

- Shrouded Armor of Hedge (+13, +12) / Bonus: Increase Dexterity and Resistance by 15

- Nightwolf Gauntlets (+5, +8) / Bonus: Increase Health Recovery by 10 per second whenever the user stood under a shadow

- Shrouded Leggings of Hedge (+16, +15) / Bonus: Increase Dexterity and Resistance by 15

- Shrouded Boots of Hedge (+8, +6) / Bonus: Increase Dexterity by 10

- Shrouded Hood of Hedge (+2, +15) / Bonus: Increase Perception by 0.5

Ability

Title: [None] / Perk: [None]

Benediction: [None]

Innate Skill: [Heal Regen I] [Cold Resist I] [Stamina Regen I] [Blood and Soul Exchange] [Necromancy] [Release Seal]

Active Skill: +3 [Create Entry-tier Undead]

Passive Skill: +1 [Reanimate] +1.5 [Appraisal]

Spell: +2.75 [Magic Arrow] +1.5 [Clairvoyance] - 6 Slot left Available

Items

- 20% Discount Card ~ Center Marketplace x2

- 10% Discount Card ~ Any Player Store

- (Unique) ##### 100% Rank Up Tablet

- (Unique) High EXP Potion x3

- Tier 5 [Teleportation] Scroll x2

- Grade-B Random Egg

- Grade-C Spellbook

- Shrouded Gauntlets of Hedge

- Hide Armor

- Hide Leggings

- Hide Shoes

- Hide Gloves

- Medium Health Potion x5

- Medium Mana Potion x5

- Medium Stamina Potion x5

- Lesser Core Gem x10

- Wasp Husks x16

- Scorpion Tail x20

- (Rare) Moderate Ruby Gem x3

- (Rare) Enchanted Fur x3

- (Rare) Night Scorpion Tail x1

- (Rare) Night Scorpion Venom x3

- (Epic) Rough Diamond x1

- Money: 130 Gold Coins

Quest:

- Rank D [Trouble in the Dark]: Investigate Stoneanvil's bandits problem.

Friends List:

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Magic Arrow: Summon spectral arrows that dealt damage according to the user's Intelligence and Faith attributes. Cost: 13 Health

Siola's Note: Dealt 10 Damage at base. Each Intelligence and Faith scaling added 5 Damage per 10 stats points. Currently, with 100 and 100, it will deal 110 Damage per arrow shot. Now that I got 2.75 potency, the damage will be upgraded by 175% because having a potency at 1 means 100% and it dealt default damage. That means, now I have 303 Damage per arrow shot.

Clairvoyance: Reveal the current user's will and desire. Cost: 63 Health

Siola's Note: It has a hidden scaling with Faith. With each 20 Faith, the range and effectiveness of the spell will be increased.

Create Entry-tier Undead: Reform the soul and body of the deceased into an undead that will follow the user's every command until the true death comes to light. Cost: 100 Health

Siola's Note: I can only use such spell to 10 level corpses below me, but with every 10 points to Faith, it will decrease it per 2 levels. Now that I have 100, it means I can use it to a corpse that is 10 levels above me. The [Purgatory Seal] from back then ignored this and I can use it infinitely, not anymore though.

Siola's Note #2: The created undead's status is varied, but their status can be increased with every 10 points in Intelligence. Basically, adding 20% of potency to them. So, now that I have 100 Intelligence, meaning I have added 200% of potency to it, a +2 basically. This skill's potency is not compatible with weapon potency though, so it only relies on my Intelligence.

Reanimate: Raised the deceased as an undead that will follow your every command. Cost: 150

Siola's Note: This skill works differently and does not really have much connection to Intelligence and Faith stats or any other stats. This work using the RNG-based system. Increasing Faith can increase the chance of successful reanimation while increasing Intelligence can increase the chance of getting better stats and quicker reanimation. This skill's potency is also not compatible with weapon potency.

Heal Regen I: Increase Health Recovery by 1.5 per second

Cold Resist I: Increase Cold Resistance by 10%

Stamina Regen I: Increase Stamina Recovery by 3.0 per second

Blood and Soul Exchange: Any Ability you learn will cost Health to activate instead

Necromancy: The holy Mana can no longer be yours to command. Gain access to the ability of the dead.

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