Chương 522: AF Chapter 513 – First Final Stats and Round-Up and Everything
Asheron's Fall: The Power of Ten, Book Six · Unknown author · 526 chương · ~28 phút đọc · Tạo 05/07/2026
This story veered a bit off the standard course, as the final fight(s) were not in the standard final boss confrontation coming off a massive quest line. No, the true final quest was breaking the System. Finding a way to kill the First Lich, Prince Geraine, as it were, a shadow player who never made his hand obvious, was an after-effect, and killing him in secret, as he'd lived in secret, was far more important. In other words, this story was about aligning with adventuring tropes…
and then breaking as many people out of them as possible. I admit I had great fun breaking the video game tropes in as many ways as possible, contrasting the different magical systems and combat systems, and working on integrating them both. Video games always suffer from numbers inflation at the higher levels. The absolute easiest way to make stuff tougher is to give them more Health to get through.
Giving them armor and damage reduction mathematically works out the same way, but isn't as satisfying as just Numbers Go Up for everyone. For that reason, many of the spells and effects of the System don't translate well over to Power of Ten/D&D, and combat damage that routinely exceeds a thousand points a swing has problems, too. For this reason, any adaptation of said magicks mean they won't work at their best unless the opponent has Health Qi and triggers said effects to overcome it.
Imperil going negative Armor would be something that would only happen on things with excessive Health Qi, for instance. Otherwise, it just makes things easier to hit by default. Being able to add Vulnerability to any specific Element to an opponent is a powerful effect, for instance. ========== On the metascale, the big things being taken away for use on Terra-Luna are: The knowledge of more Great Old Ones/Outer Gods. The Deep, N'cthail, the Shadow in the Void, T'Thuun, and others.
All no doubt have extensions Outside Creation in other realms. The various Deathstone systems, and what they imply. By extension, the Axiomatic Aberrant race of the Virindi and their creations, and their Anarchic opposites, the Rynthi. The Shades and mukkir, corrupted mortals transformed by the Shadow in the Void. The necropolitan undead of the Empyreans. The Blighted that T'Thuun can spread to even golums, let alone the living, and the invasion of its slithyr tentacles.
Wisps existing as condensed balls of negative emotion and energy, basically purged from the manafield and waiting to be destroyed. Other sapient races in the tumeroks, lugians, banderlings, burun, Fiun, and even tuskers, mosswarts, and drudges, and the artificial gurok. Monugas and the various nautiloid races, plus the Ruschk as well. The race of Intelligent independent and free-willed constructs of the Gearknights.
Gromnatrosses as alternate dragons, and Deru Trees as a multi-dimensional positive form of benevolent plant life. The fact the Empyreans have a multi-world dimensional presence, which likely means at least some form of multiworld empire somewhere. Golums as potential servants and muscle, cheaper than golems. Gem Slots in Weapons. The Atlan Elemental Stones and the Blackfire Stones. The mana capacity system for items, with a viable recharge mechanic.
Item Magic, specifically point-to-point Portals far cheaper than Teleporting. Banes added to armor for energy resistance and/or DR. Weapon enhancements, especially the Slayer enhancements, Armor Cleaving, Biting Strike, and Crushing Blo w, all adding up to Warfang Weapons. Life Magic Protections, which operate on a % reduction basis and so are better against massive attacks than default Elemental protective spells. The Revitalization, Renewal, and Regeneration effects which multiply recovery abilities.
The potential of Pool Theurgy, if viable mana pools can be established. The Augmentation/Luminance System and the Isparian System, which is basically a method of directly buying up Human Exemplar Status/Stats without requiring true Levels to do so, just massive amounts of Karma in an organic and ersatz manner. Chorozite as an anti-magical resource. Potential magical Healing Kits that work off a Skill, not magical spells. Use of Pyreal (Air Gold) and Empyrean Alchemy. Mana and Stamina Potions?
Alchemical foods/Cooking. Kris has broken open The Golden Road of Stamina-fueled combat, the predecessor to Chi styles. The addition of a Stamina Stat that is more than just a Constitution check. The discovery of the Lost Light, a multi-dimensional force for Good. Spawn Points and Dungeons with Summons that actually grant Karma! Some alternate forms of War Magic (especially moving Walls). Virindi jewels that up Spell Valences, like an Inbuilt Raise.
Using gemstones as crushed Consumables to store spells, more powerful than Potions. Something out there is powerful enough to bind gods, and use Valences up to XV, as well as realign the ley lines of a planet to cage said entity, and that System lasted over forty thousand years, was capable of mass Wish -level effects effortlessly, et al. The various Tinkering skills and alternate artificing path, esp. the Warfang Weapons. Lenses with Imperils and Vulns inside Wand Chambers on weapons.
Thrown Alchemical bombs that do the same thing. Named sets of Armor in various pieces that grant benefits, and armor-specific minor benefits. The Mana Conversion Skill is of primary importance if a Mana Pool can be established. The benefits of Aetheria were not covered in the storyline. Support creative writers by reading their stories on Royal Road, not stolen versions. ================== Ryin finishes the novel at around level 19 Sorcerer, with Ten in all her Secondary Classes.
However, with the synergy between her Isparian and Matrix-style magic, she qualifies as Eternal-grade, and has taken Eternal Feats, specifically higher Valences to X, XI, XII, and XIII+ via Epic Feats. She has also basically completed the Isparian system, as well as Luminance and Augmentation accumulations over this time period, much of this as ongoing karma related to her establishment of Pyramids safeguarding the expansion of the Freehold peoples back across Dereth for continuous passive Karma.
She has solidly reached level 275 and is considered a Paramount, but is not yet an Eternal, despite reaching the Paramount cap. She needs to be 21 to truly start reaching 'Empyrean' magic, but she can fake it right now. Her Stat line is incredibly high because of the Virtua Exemplar levels, Marks, and Class bonuses from the Matrix side of things.
Despite starting at a base Str 10, Endurance 50, Coord 10 Quick 10, Focus 160 and Self 100, her Buffed ending Stat line is: Strength: 320 Endurance: 410 Coordination: 360 Quickness: 400 Focus: 825 Self: 620 Health: 484 Soak: 579 Total Hit Points: 1063 Stamina: 620 Mana: 1050 (as a Sage Sorc, uses Focus for mana) This quite exceeds the normal Paramount boosts (the normal range is 200-300), and reflects the +1's to a Stat from multiple Matrix Level Classes over time, as well as her Marks, Stat Training, and other boosts.
Note that she uses no Creature Enhancement bonuses to Stats, because such use the Mana Capacity system and so are shunned. Her specialized Isparian Skills are Life Magic and Mana Conversion, with base skills of 597 and 477, respectively, which rival that of the most buffed Empyreans before the Fall. Her other skills reflect her largely support roles: Alchemy of 628, basically able to work Empyrean Alchemy.
Arcane Lore of 488, which means able to understand the functions of all Empyrean/Isparian Magic Items, and use them if there are no other requirements. Creature Magic at 574, just by expertise, although it is seldom used. Finesse weapon/Simple weapon skill at 466, sufficient to use the most advanced forms of them like a weapon master (425 is the highest requirement level). Item Enchantment of 574, used frequently, able to Cast any Isparian Item Magic spell w/out fail, even Incantor Grade.
Jump at 553, which is a vertical jump of about 20 feet, and a standing jump of about +55. Loyalty and Leadership are both maxed at 218, ensuring maximum Karma from passive Vassal sources and maximum pass-up to Kris. Magic Defense is de facto specialized at a whopping 477, which can intermittently resist the most powerful creatures in the game, working out to about SR 44. Lesser Creatures have no chance of landing a spell on her.
Run is 643, which equates to a PoT Speed of 85 or so, before boosts from spells, her Wings, and so forth. With all those up, her speed shoots up to about 255, which is about 250 mph when sprinting. Her ability to Salvage and recycle raw materials is 213, maxed to make maximum use of raw materials/butchering stuff in the field. Her War Magic skill is 574, like her other basic skills, and fully capable of landing on almost any enemies through their magic defense.
The main use is getting off Incantor spells without fail; with her Spell Penetration Buffs, there is almost no magic defense on Dereth she can't punch through. Her Cooking skill basically equals her Alchemy skill, being extensions of the same skills, just better tasting. Her quasi/non-magical Healing skill is at 638, allowing her to use and allocate massive amounts of Healing effects out of alchemical Healing items, and to a lesser effect Healing spells of Life magic due to synergy.
It can also be used offensively against undead, although she's never done so. She has all the Tinkering Skills, as she has to integrate Artifice between the Matrix and Isparian systems. Armor Tinkering is at 831, which equates to about a +42 modifier on the Matrix side, allowing her to make QL 40+ materials without fail. Weapon Tinkering is a bit lower at 806, a +40 modifier.
Magic Item Tinkering is at a colossal +1038 because of her Focus modifier, meaning she's actually better than Master Harlune at making jewelry, esp. Rings, and other Wondrous Items. That is a base +52 modifier before Buffs. Item Tinkering is at 826 and covers any Wondrous Items not picked up by Magic Item Tinkering, including Wands/Gems, and Lenses… and Pyramids.
All of those skills are modified upwards by Skill Focus, Affinity, and Knowledge Feats, as well as various Masteries and Class bonuses, particularly in Artifice and Alchemist. ======= Ryin's Stats aren't that much different from those of Traveler in Book Three, with a few caveats.
Ryin never Burned her Rings, which meant she had access to higher level spells in higher Valences, which allowed her to access Eternal-grade Spell valences the instant she could Cast IX's by Class and could spork the Level Cap and qualify to Eternal stuff by Class Synergies. A few Eternal Feats to open higher Valences later, and she's in business with some nasty magic. She gains her physical buffs sooner, because she can pour Karma into them, and she never really Nogs to improve her Stats.
============= And, to round out today, a look at Ryin's Staff. Crown, the First Staff of the Lost Light, the First Warfang Staff Heavy Staff-Spear, base 2-12, 2-16 vs Size L, Bracing, Charging --Jadework +IV, QL 46. Does not stack with magical Enhancement bonuses. ---6 Profound Damage Increases and Stone/Gem Variance increases, to 24-36/32-48. This is doubled against creatures with existing Health Qi.
Radiant Blackfire Motes of Lost Light: Wielder gains Deflection bonus on AC and Sacred bonus to saves against Evil magic equal to magical Enhancement bonus, Void Protection VII (65% Void Damage Reduction). Weapon is Blessed (+1d6 Sacred Damage, counts as Good). Radiant Weapon: Weapon does either Radiant or normal damage, whichever is better. (Versatile Weapon Feat allows slash, blud, or pierce damage as desired).
Crit Range: Base 19-20 (13-30/x5 with Improved Threat/Improved Critical and Warfang) Warfang Runes: Biting Strike (x3 Crit Range), Crushing Blow (x4 Critical Hit modifier) Blackfire Stone Sockets (Set of 3): Armor Cleaving (½, max 1/2 MAB or -7), Legendary Blood Thirst (+10 damage), Epic Heart Thirst (+3 To Hit) Guard of the Minor Stones: Elemental Protection VII (vs Opposite Element), Elemental Dominance (+2d6 damage and secondary effect vs. opposite Element), Elemental Slayer (opposite Element, Double Damage) Pommel of the Major Stones: Elemental Phasing (Stone type), Elemental Strike (+d6 Stone Type), Protection from Element VII (Stone type) ---Major and Minor Elemental Stone Set Bonus: Elemental Burst (+3-30 Major Stone Elemental damage on crit, improved by Crushing Blow to 6-60) ---OR the Prismatic Stone (instead of Major): Elemental Slayer (all, double damage), Greater Armor Cleaving/Elementals (full MAB).
--Can be used as a single weapon, double weapon, two-handed weapon, or at reach or normal range. --Double damage when braced (triple with Archer Stands Thrust). --Double damage when charging as spear (triple if mounted on a mount or Disk with Spirited Charge). ---Grants its Enhancement bonus to Spell Penetration and Spell damage. Its Wand Chamber adds it to Spell DC and To-hit Rolls if there is a Wand within. Its Orb adds this to CL for Area and Range if one is attached.
---Grants a Shield bonus of Enhancement +3 in Ryin's hands (typically +11 to +17). ---+6 to hit and +8 to base damage in Ryin's hands (Weapon Mastery), uses Intelligence bonus instead of Strength damage, and Coord to hit (a further+16/+26). -- Material DR: Qualifies as Magic, Silver, Cold Iron, Good, Oak, Epic/Mythic, and Adamantine to punch DR. Qualifies as Anathema to all but Epic/Mythic to the same with Jadework, increasing damage by their DR.
Enhancement Slots (12): Greater Soulbound (2) for +4; Holy (1*) (+2d6 total Sacred damage, qualifies as Good); Blooding (1) (stops magical/unnatural Healing); Vivic (+1) (adds +1d6 vivic damage to spells/blows); Enmity to Evil (1) (Adds +2, applies to all non-Good); Bane of Legends (1) (+2, +2d6 damage against powerful beings, ignores DR/Damage restrictions related to great might); Disruption (+3) (double damage and chance to instantly destroy undead), +II (2) (for an additional +2).
Subtlety (18k): +4/+4 TH/damage when eligible for Sneak Attack damage. Morphing (1k): Can turn into any Melee Weapon or equal size or smaller. Usually carried as a baton. Mnecromonic (1k): Records the deaths of all beings killed by the wielder it is attuned to, whether or not the Staff is used for the killing. As a side-effect, +Enhancement to all Intimidation or Fear attempts against or from similar beings.
Energized Ghost Touch (1k): Shield bonus applies against incorporeals, can hit incorporeal or otherwise immaterial targets in melee. Animated Instrument (1k) – As a speaking Weapon with enough Skill Ranks, can take over and sustain one of its master's Bardic Performances constantly (usually the Sublime Chord). Impervious and Indestructible (+31k): Cannot be destroyed by anything less powerful than a god. Hardened, with Reed and Stone and Augment Object. Effective Hardness of 92 and Health of 540.
---- Bonus Abilities of Guardian (use Enhancement bonuses as Save boosters) and Defender (use Enhancement bonuses as AC boosters) from The Lost Light. Note that the +IV Jadework Enhancement remains even if all magical Enhancements are used for other purposes.
Wand Chamber: Usually holds a Wand of Shards (100 Charges) as an offensive reserve. Such are Cast as if she was using the spell herself (Wand as Staff Feat). Allows Enhancement bonus to apply to Spell DC to resist, and for to-hit rolls for spells. -- Blackfire Orb: Allows Enhancement bonus to add to CL for Area and Range. --+20% damage to Fire and Cold spells against non-mortals. --Holds 50 charges of Cold Vulnerability VIII (Increase Cold damage on foes by +100%, +200% if they have active Health Qi).
---Considered an Energized Black Star Sapphire, and can stop all Chronomancy effects up to XIII Valence within 30'. -- Token of The Deep: Resonates with the Deepchord. Will not be attacked by aquatic creatures normally, any such can understand the wielder perfectly. Doubles Bardsong effects on Aquatics obeying the wielder. Effective constant +Enhancement to Diplomacy and Intimidation against Aquatic and Water creatures.
Intelligence: 19 Wisdom: 19 Charisma: 14 Skill Ranks (19 each): Perform (song); Spellcraft, Concentration, Meditation No Charges/At Will: Detect Alignment V or IX (when held); Detect Bane V or IX (when held and Baneskull mounted); Status (on Ryin); Protection from an Alignment 10'r (on self, usually Evil); Control Temperature 10'r (around self, usually to cold); Bless (30'r, Constant); Mass Faerie Fire; Mage Hand; Prestidigitation Caster Level: 19 or as wielder if in hand (Ryin is usually base 43 or so).
Staff of Battle: Absorbs hostile Shard attacks; auto deflect one missile or Ray per round. Staff of Evocation: +1/die of damage to all Evocation spells. 40 charges for: -- Repulsion (1 charge) -- Greater Magical Wallop (1 charge) - Crown can activate any/all of its own powers, and with Mage Hand move itself around, although it is not Animated (yet) and so cannot fight in melee by itself.

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