Cherreads

Chapter 109 - Chapter 109: On A Whole Nother Level

As the three normally strong women were dumping the bottled up stress and emotion they accumulated whilst they could do little more than watch me die as they tried their damndest to keep me alive alongside my ever faithful mechanical creations, my mind wandered to the uniqueness of my body, that could now stop tank shells all on its very own if I allowed it.

Thank God my body has some give to it; otherwise, there's no way I would've been able to comfort them in this fashion with a body like mine. It really wouldn't have been all that dissimilar to hugging a piece of iron if it had zero give to it.

Throwing those passing thoughts out of my mind, I did my best to comfort the three beauties, who were all pretty much emotional wrecks right now thanks to this whole ordeal. And shortly after the waterworks had ceased and the three girls had gotten off that rollercoaster of emotions, I got right back into things since time was a ticken and the events of the Wastelander series weren't going to wait around for me let alone anyone else for that matter. "Alright, let me just check my system notifications real quick, turn in the lesser quests I have ready to go, and then I'll start… You girls are still good to go, right?"

"I'm fine, honey." Alice replied, having regained her usual strength after a good cry.

"We've got your back, Dom, so start whenever you're ready."

"Yeah, what she said." Mary said jokingly in support as wiped the wetness from the corner of her eye.

After sharing a light laugh with the girls, I started things off by pulling up my holographic system window and navigating to the quest section.

Now how many turn-ins can I get away with safely…

Having just escaped the clutches of death, I wasn't about to tempt fate once more and hop right back into the fire, so I considered my options one quest at a time and extremely carefully at that. I ran the numbers in my head and what possible quests I may get following my quests' completions, and soon enough I found my candidates.

◊ | Cliffside Bandit Camp Extermination | Objectives: Exterminate the bandit camp residing on the cliffs surrounding Nevada State Highway 318, just north of the wasteland town Crystal Springs. Rewards: (Claimed) 495,000 Dollars, 10 Skill Points, 17,500 Exp.

◊ | Crystal Springs Clean Up | Objectives: Remove or eliminate the insidious element that exists within the wasteland town of Crystal Springs. Rewards: Perk | Hmm... |, 10,000 Exp.

◊ | Take Over The Cyberdynamics Robotics Facility | Objectives: Clear out all hostile forces and set up shop. Rewards: Perk | Certified Roboticist |, 5 Science Points, 25,000 Exp.

These three quests will give me enough exp to jump up 6 levels, but that's not going to put anywhere near enough strain on my body for it to be a real concern given my new and much improved stats, so I'll turn in one of the more rewarding quests alongside them… But not too rewarding because the last thing I want to experience again is that helpless feeling of being unable to do fuck all as my body undergoes gargantuan changes whilst not knowing if this is the end at the same time.

With a nice heavy dose of fear still lingering in me, I chose a quest that would reward me with a moderate amount of exp and a new perk for my troubles.

◊ | The Butcher | Objectives: Reach a kill count total of 10,000 kills. Rewards: Perk | Slaughterer Rank 2 |, 100,000 Exp.

As soon as I decided what quest I wished to turn in, I pulled the trigger and gained a whole host of rewards in the way of stats, a few perks, and last but certainly not least a boatload of experience points.

[ 4,739,700 Exp Gained ]

[ … ]

[ Ding! New Perks Gained ]

| Certified Roboticist | You know your way around robotics to put it lightly; thus, anytime you're dealing with that particular field, you find that your brain operates at an unparalleled level. Together with that, your own robotic creations and designs will have their parameters boosted by an acceptable 35%.

| Hmm… | Whenever something isn't right, your senses will tingle and let you know. Furthermore, your innate ability to recognize suspicious activity and detect lies and falsehoods has improved.

| Slaughterer Rank 2 | Your kill count has grown further, and so too has your bloody aura filled with killing intent. Because of your continued cultivation of this aspect, you can now use your bloody aura and killing intent to cover both yourself and your weapons to enhance your personal defenses, stats, and damage output. And that's not all, for every 100 things you kill, you gain 10 health, and lastly your bloody aura and killing intent will continue to grow in power and size the more things you kill or had a hand in killing.

[ Ding! New Task Gained ]

| Slaughterer | Objectives: Reach a kill count total of 100,000 kills. Rewards: Perk | Slaughterer Rank 3 |, 1,000,000 Exp.

A new slaughter quest, huh… Well, that was to be expected.

Not giving the next level of the task any thought, I pondered on what skill I should dump the 10 available skill points into. Ten skill points weren't a whole lot in the grand scheme of things and had become chump change to me at this stage of the game, so it wasn't really going to make much of a difference where I put them. Hence, I decided to just stick 'em in Spirit Magic and call it a day since it was my lowest skill at the moment. After I got past that segment, I moved on over to the notification window and started scrolling through the long list of spam that had been awaiting my review.

Holy shit, I received a ton of perks!

Nearly astounded by the incredible amount of them, I was about to begin reading their descriptions when my eyes went to a certain notification, particularly the one having to do with my precious, life-saving | Back From The Dead | perk.

[ Back From The Dead Charges Remaining: 0 ]

Fuck, I just got that!

Although I was plenty upset to lose my second life, I was equally happy I had it on hand when I did because I may not have seen the light once more without it.

Well, it is what it is; no use crying over spilt milk, especially when that spilt milk ripped me from the grim reaper's grasp and kept me here in the world of the living.

| Gotta Go Fast Rank 2 | Requirements 101 Agility: Wow, would you look at that, you've breached your limits in the agility department once more. For this momentous achievement, instead of just gaining a small boost to your movement speed whenever your Agility improves alone, you will now receive a 1% boost to your melee weapon and unarmed attack speed equal to your Agility as well. On top of that, gain access to a powerful toggleable active ability called Rapid Acceleration, which will double your movement speed at the cost of extreme stamina burn that is far costlier than the improvement it provides. Lastly, +25% to crouch speed, dodge speed, and roll speed. [ Warning! ] Rapid Acceleration is not to be used lightly given the strain it puts on the body and the unfamiliar and substantial speed at which the user can be traveling… Don't run into anything now or you might just go SPLAT!

| One With The Wilds | Requirements 11 Primal Power: This old savage path of magic has been abandoned and long forgotten by many with the passage of time but great power lies in it for those willing to venture its unimaginably deep, dark depths… Will you? Spirit Magic affinity will rise by 1% per point of Primal Power you possess, and mana regeneration will rise by a similar amount. In addition to that, +100% mana regeneration, +100% Spirit Magic learning speed, +100% Spirit Magic skill gain, +100% stamina regeneration, and +25% to Agility, Endurance, Intelligence, Magic Power, Perception, Primal Power, and Strength gain.

| One With The Wilds Rank 2 | Requirements 101 Primal Power: Ohh, so you've reached new heights, huh… Well congrats are in order because for every point of Primal Power and every point of Endurance you possess your spirit capacity will rise by an equal percentage. And that's not all; your spirit magic cost will be reduced by 1% for every 100 Primal Power you have. Additionally, +500% mana regeneration, +200% Spirit Magic learning speed, +200% Spirit Magic skill gain, +1,000% stamina regeneration, and +250% to Agility, Endurance, Intelligence, Magic Power, Perception, Primal Power, and Strength gain.

| The Power Of Atom Rank 2 | Requirements Explosives 1,001: Your fanaticism and skill with explosives has granted you the ability to further empower the amount of damage your explosives deal as well as their radius by a whole 1% for every 1 skill point you possess in your explosive skill. To go along with that new increase, it will also affect explosive weapon accuracy and velocity.

| The Great Leader Rank 2 | Requirements Leadership 1,001: A great leader must not be lacking in any area and has to be versatile in many to truly understand what must be done. Your forces' morale will remain elevated for longer and be less affected by difficult circumstances and events, and +1% logistical efficiency for every 10 points you have in Leadership. Lastly, gain access to the power commanding speech, which will passively activate all on its own and give your words more power and thrum, thereby easing the difficulty required to motivate workforces, troops, and allies.

| The Great Leader Rank 3 | Requirements Leadership 10,001: Leading is a never-ending job requiring a show of strength no matter what, and you've come to experience that. For every point of Leadership you have, you will gain +1% to troop morale, and you now have access to Banner of Command, an aura ability that increases your forces' understanding of your orders even if they aren't conveyed fully. On top of that, +500% fatigue resistance, +300% mental stamina, +100% mental stamina regeneration, and the number of hours you would normally remain awake are doubled. [ Additional Information ] Although you can now operate for far longer periods of time without sleep, you will find that you can still sleep as you have been if you so wish.

| Skeleton Key Rank 2 | Requirements Lockpick 1,001: You seem to have a knack for breaking into stuff, huh… The ease at which you can pick, break, and bypass locks is raised, and the exp reward for getting past locks is increased to 1 exp for every 5 points Lockpick you have.

| Martial Weapon Master Rank 2 | Requirements Melee Weapons 1,001: You've continued to tread on the path of cold weapons; thankfully, your efforts haven't gone unrewarded. Melee weapon damage will increase by 1% for every skill point you possess in Melee Weapons, and alongside that your melee weapon attack speed will increase by the same percentage.

| Certified Forklift Operator Rank 2 | Requirements Piloting 1,001: Your skill in operating craft has continued to improve and thus you've gained more power. Instead of only gaining a mere 0.25% worth of vehicle performance and reaction speed for every point of Piloting, you will now be rewarded with a 0.5% increase. On top of that, you will unlock vehicle handling, and it will rise by the same percentage as the other two stats. Lastly, when you get behind the wheel, it will feel as if you and the machine are one, giving you unmatched control.

| Restorer Rank 3 | Requirements Repair 10,001: The way you wield your creativity and ingenuity is unmatched, and this newest rank will reflect that fact. You've now unlocked the ability to meld, manipulate, and shape lifeless inanimate materials as if you were the big man self… Just not to the same level, unfortunately. Besides that, anything you've had a hand in the creation of will now receive a 1% to durability for every 100 points of Repair you possess.

| Mechanical Domination Rank 3 | Requirements Science 10,001: You've completely solidified your control over mechanical constructs, thus this rank up will allow you to use the constructs you already have control of as an intermediary to spread your infectious influence to even more constructs. Alongside that, for every 100,000 constructs and robots you take control of, gain 1 attribute point to spend as you see fit. [ Additional Information ] The constructs and robots must be of a certain size to count towards this perk's requirements.

| Language Master Rank 2 | Requirements Speech 1,001: Your words thrum with power and mysticism to such a degree that any time you open your mouth to speak, any person listening will be hard pressed to ignore your voice. To go along with that, your speech has much more influence now and has even gained a tendency to stir the emotions of your audience even when they're trying to suppress them.

| Wild Man Rank 2 | Requirements Survival 1,001: Something in nature calls to you. Your food and drink requirements are locked in at a whopping -90%, and when you're out and about in the wilderness, the forces of nature will guide you to where you wish to go and attempt to protect you during your stay.

| Currency Maker Rank 2 | Requirements Trade 1,001: You have a knack for sniffing out opportunities, especially those that are profitable. For every 1,000 points of Trade your business ventures will produce 1% more profit.

| Unarmed Master Rank 2 | Requirements Unarmed 1,001: Few take the route of using their body as a weapon especially in the day of guns and energy weapons, but you are a prime example of what one can accomplish if they hold out and survive long enough to solidify their foundation. Unarmed damage will increase by 1% for every skill point you possess in Unarmed, and alongside that, your unarmed attack speed will increase by the exact same percentage.

| Wisest Wizard Rank 2 | Requirements Magic 1,001: Although you have taken that many steps on this path thus far, you're well on your way to becoming a force not many would wish to deal with. The cost of duplicate cast is cut in half, and your magic damage, magic effectiveness, and mana efficiency are upgraded from 0.5% for every skill point you have in magic to 1%. Lastly, spell comprehension is unlocked and it will increase by a tenth of a percentage.

| Ancient Power | Requirements Spirit Magic 101: Spirit Magic has long been abandoned by modern magic; however, it was once known as one of the most versatile and unique forms of magic long ago, and you're beginning to discover that… albeit slowly. For every point you have in Spirit Magic, its damage, efficiency and effectiveness will increase by 0.5% instead of the base 0.25%. And that's not all; the odds of you communing with higher-tier spirits is raised greatly… But be warned not all spirits may be friendly, so proper preparations and a hefty bit of caution are advised.

Hmm, what are these…

| Medstim Bloodline | You've used such a prolific amount of Medstims that your body now naturally produces the substance that is contained within them, giving you regenerative capabilities well beyond the norm. +10 Endurance, +1,000 Health, and +100 Health Regeneration per minute.

| Tough S.O.B. | The world tried to send you off to the afterlife, but they failed, and you're gonna make sure they don't forget it. Gain significant resistances and regeneration power when your life is at risk and death is near. +10 Endurance, +35 DT, +5% DR, and x2 Health Regeneration. [ Additional Information ] Damage resistance can't exceed 99% no matter what and is calculated after damage threshold.

I knew I could get perks out of the blue, although it was incredibly rare to happen, but these two are freaking great; I mean, just look at their effects.

As I was beginning to not feel too bad about the loss of my extra life, my mind wandered to how the system would decide to throw me a perk here and there.

I wonder how the mechanics behind this occasional bone toss truly works. If I could figure it out, I might have a whole nother way of farming just that extra bit more power out of the system…

The brainstorming went on for a couple of seconds, but the only possibility I could come up with was certain feats that needed to be met before the system would so graciously reward me with a perk.

If the Medstim series of perks is anything to go by, it would seem one needs to meet certain conditions to be granted perks such as these. And since I only received a total of 7 of them after being reborn in this world, it would certainly be wiser to spend my time elsewhere instead of pursuing perks I have no idea what variables need to be met and no definite way of obtaining.

This pursuit didn't seem worth the exploration, so I didn't place anymore brainpower on it and removed it from my thoughts in favor of the wall of text right in front. There were a number of menial notifications, but as I was busy scanning through the list, my eyes landed on a string of them involving a certain perk I wasn't expecting to find amidst the wall of text.

[ Error#!?, The System Owner Already Possesses Mana! ]

[ … ]

[ Processing ]

[ … ]

[ Resolution Found, | Mana | Will Evolve ]

[ … ]

[ Evolution Complete, | Loved By Mana | Has Been Acquired ]

Hmm, interesting.

Intrigued, I looked into the details of this new perk.

| Loved By Mana | Mana loves you, so much so that you find mana naturally gathers around you and awaits your guidance. Regenerate 1% of your mana capacity a second, +100% mana control, +300% magic skill gain, +500% magical talent, and +10 Magic Power.

Well, this is certainly a boon for my future pursuit into the field of magic and mysticism.

Although I was happy to gain something fruitful from my small investment of a single perk point, which I had pretty much written off at the time of its allocation, I was becoming increasingly desensitized to the constant inflow of powerful and sometimes outright busted perks I was gaining, thus I didn't give it much more than a passing glance before moving onto all the other notifications I needed to sift through.

The moment I was done reading through the wall notifications, all the perk details, and had turned in a portion of the quests I'd been stockpiling for some time, I decided to spend a few moments to further digest some of the useful knowledge I'd been granted by a couple of my newly obtained perks, that appeared to hold limitless potential, specifically | Alchemical Interest | and | Body Refiner |.

Hmm, so let me get this straight I haven't just gained knowledge regarding magical potion brewing but plenty of information for the creation of cultivation pills, elixirs, and other drugs thought to be fictional… I'm not gonna lie, that's pretty damn sweet.

My interest had been piqued, so I quickly scanned through the plethora of info I was given.

From what I've gathered, it seems I'll be able to accelerate my magical progress by quite a number of factors with these techniques and recipes. I'll even be able to embark onto the path of Qi cultivation thanks to pills like the Qi Sense Pill. Though it doesn't seem like that will be necessary seeing how I've gained a whole system of body refining techniques, which appear to be a different means of cultivation compared to what that specific pill is intended for.

That aside, it's a good thing I got this whole other means of Qi cultivation because that Qi Sense Pill recipe requires ingredients such as 100-year-old ginseng and Black Lotus Flower, to name a couple. I mean, a substantial part of this planet has been mutated and changed beyond recognition, so I'd have no fucking clue how I would go about getting my hands on that kind of stuff when it probably doesn't even exist any longer.

And that's not taking into account the other issues like my lack of a pill furnace, which needs to be constructed from incredibly rare metals that have been flooded by certain Qi elements over extraordinarily long periods of time and allowed to transform.

Thankfully, it's not all bad news because, on the other hand, it would appear potion brewing and magical elixir creation only requires lots of mana and specialized apparatuses to perform the process and refinement. So although I won't be able to make any mythical xianxia pills, at least I'll still be able to use the magical portion of | Alchemical Interest | to my benefit... As long as I'm able to acquire magical ingredients for the concoctions.

I guess I can pretty much write this specific field of alchemy off for now… Or at least until I stumble across some usable materials that haven't been mutated beyond belief.

When I was finally done dealing with what I wished to and satiated my curiosity a tad, I turned to my female companions, who had been waiting patiently. "Ready?"

"Mmm." Alice sounded, with a prepared look in the depths of those pretty blue eyes of hers.

"Yea." Rei responded rather simply but with an equally serious expression as Alice.

"Sure... And though there's nothing I can really do to help, I'll at least be here for moral support." Mary followed last, causing me to choke and my two lovers to giggle.

With the mood lightened some and the a-ok received loud and clear from the three young women, I initiated the level up process once more and soon enough returned to the leveling screen, where I would no doubt be greeted with yet another shitload of perks.

[ Level Ups Pending: 17 ]

[ Do you wish to level up? ]

[ Yes ] - [ No ]

Eager to get this over and done with, I didn't hesitate for even a split second and selected yes, and as soon as I did, the wall of selectable perks returned with the previous passed over choices as well as plenty of new ones, specifically 32 of them.

[ Perks ]

Perk Points Left: 51

Level 58 Perks

| Space Man | Requirements Level 58, Endurance 10: It doesn't really make any sense, but you will now be able to breathe in space. It must be because of space magic.

Level 60 Perks

| Shocker | Requirements Level 60: All your attacks will now cause lightning damage at 3% of your total damage output each second for 5 seconds, and all your lightning and electrical-based attacks deal 10% more damage. [ Additional Information ] This ability can be toggled.

Level 128 Perks

| Robotic Army | Requirements Level 128, Intelligence 100, Repair 1,500, Science 1,500: Your ability to manage your robotic forces has resulted in a multitude of benefits. First, your robots have gained the ability to use more advanced tactics and can switch between these new tactics rapidly if need be. Second, your robots have gained the basic ability to learn, adapt, and improve their tactics over time all on their own. And if you have | Mechanical Domination | all robots integrated into it can share this information amongst all robots connected to you, and if that is the case, you will gain +1 to Intelligence for every 10,000 robots connected to you. [ Additional Information ] This Intelligence gain is permanent, but if you lose robots, they will have to be replaced before you can gain more Intelligence via this method. +100% to all robot parameters.

| World Runner | Requirements Level 128, Agility 100, Endurance 100: For every minute you spend running, your movement speed is increased by 1%... At least until you stop. On top of that, +100% to stamina, stamina regeneration, and movement speed.

Level 132 Perks

| Deadshot | Requirements Level 132, Perception 100, Ballistic Weapons 2,500, Energy Weapons 2,500: Acquire the ability to fire 1 shot every 24 hours that can't miss and increases the damage of whatever weapon you are using by a massive 500% for that single round. This ability's cooldown can be reduced by 1 hour for every 100 Perception you have after 100, and if you reach 2,500 Perception this ability's cooldown is reduced by 1 minute for every 1,000 Perception after 2,500. Adding on to that further, if you reach 61,500 Perception the cooldown will cap out at 1 minute until you reach 100,000 Perception which at that point the ability will be active at all times and unless you intend to miss, all shots will hit whatever you are aiming for. [ Warning ] This ability will not work if you aren't able to sense the target with your various senses.

| Incendiary Rounds | Requirements Level 132: All your ranged weapon attacks excluding thrown weapons will now deal an additional 10% more damage as fire/incendiary damage, and in the event the rounds you fired penetrate the target's armor the target will be burned for 5% more fire damage every second for a period of 3 seconds. This ability can be toggled via your will.

| Meditation | Requirements Level 132, Mana or Qi: Figure out the way to absorb mana or qi or both around you via meditation; therefore, while you are meditating, you gain mana and or qi equal to 0.01% of your maximum limit for every hour you spend meditating.

| Steady Hands | Requirements Level 132, Agility 9, Perception 9: Gain exceptionally steady hands. +50% accuracy and +20% work speed.

Level 134 Perks

| Corrosive Personality | (Rank 5) Requirements Level 134: Your acid and corrosive-based attacks will deal an additional 20% damage.

| Everyone Has A Weak Spot | (Rank 5) Requirements Level 134: +20% Damage.

| Fastest Gun In The Wasteland | Requirements level 134, Agility 23, Ballistic Weapons 195, Energy Weapons 195: +50% pistol holster and unholster speed and +20% pistol fire rate.

| Pistol Mastery | (Ranks 5) Requirements Level 134, Ballistic Weapons 125: Your mastery of sidearms will improve, and so too will your damage. +20% Pistol damage.

Level 136 Perks

| Can't Touch This | Requirements Level 136, Agility 39: +40% dodge speed, roll speed, and movement speed.

| Cleave | (Ranks 5) Requirements Level 136, Strength 30, Melee Weapons 300: Learn to somehow increase your force and damage output when performing wide cleaving swings, +30% to damage and +10% to attack speed when performing cleaving type attacks.

| Efficient Movement | Requirements Level 136, Agility 40, Endurance 40, Perception 40: Your movement and actions will become more efficient than ever before. +10% stamina, stamina regeneration, stamina efficiency, jump height, and movement speed.

| Stamina Enhancement | Requirements Level 136, Endurance 34: +50% Stamina and stamina regeneration.

Level 138 Perks

| Atomic Power! | (Ranks 5) Requirements Level 138, Intelligence 51, Repair 1,000, Science 1,000: All nuclear power plants that you own and operate will now be more efficient and produce 100% more power. On top of that, all things that are nuclear-powered that you own will receive a boost of 20% in all parameters.

| Chip Production Speed | (Ranks 10) Requirements Level 138, Intelligence 43, Repair 500, Science 500: Upgrade your chip production methods. +25% Chip production speed.

| Enhanced Leg Muscles | Requirements Level 138, Agility 25, Endurance 21: Enhance your leg muscles. +25% jump height and movement speed.

| Flame Coated | Requirements Level 138, Endurance 100: Obtain the ability to coat your body and melee weapons that you wield with flames that boost your damage by 100%. Adding on to that further, all of your melee attacks will now deal an additional 100% damage as fire damage. This effect will also affect thrown weapons and can be controlled at will.

Level 140 Perks

| Heavy Swings | Requirements Level 140, Strength 49, Melee Weapons 490, Unarmed 490: Discover the way to throw 100% of your weight into your melee and unarmed attacks. +100% Melee damage and unarmed damage.

| Night Owl | Requirements Level 140: You thrive at night, +3 to Perception when it is nighttime and +30% energy levels when it is nighttime.

| Qi | Requirements Level 140, Perception 11: Sense and figured out how to absorb and use qi that has long been lost and forgotten by most on this planet bar a few. [ Additional Information ] When this perk is taken, it will unlock the Qi Power attribute as well as the Cultivator Arts. Adding onto that, all humans have a base of 100 qi unless they have some sort of special physique, mutation, talent, curse, or disease, and if that is not the case then it will normally increase by 100 qi for every point of qi power that they have. Continuing on from that, qi is also affected by Endurance, Intelligence, and Perception, though they all affect it differently, such as Endurance increasing the max amount of qi capacity by 100 per point and allowing the cultivator to train and cultivate beyond the normal cultivation ranks. Which are normally ranks 1-10, and for every point of Endurance you have beyond 10; you have the ability to train 1 more rank in the realm that you are currently in beyond 10. However, be warned, the difficulty spikes with each new increase beyond the standard realm. As for Intelligence and Perception, they increase the efficiency of your qi and your cultivation speed by 10% for every attribute point in either of those 2 attributes. [ Warning ] Qi requires a training method to make any real progress unless, of course, you're willing to venture into uncharted territories and explore your meridians all on your own to figure out what they each do and develop your very own cultivation method.

| Reinforced Bones | Requirements Level 140, Endurance 19: Your bones will become significantly stronger and more durable than they were previously. +15 DT, +50% bone durability and bone strength.

Level 142 Perks

| Explosive Plasma | Requirements Level 142, Energy Weapons 250: All of your ranged plasma weapons will fire their normal projectiles but when the fired projectile impacts something it will explode and produce a small corona of energy, that will deal 25% of the weapon's damage. This ability can be controlled and toggled on or off by the user's will and is affected by the user's explosive skill and related perks.

| Hardened Muscles | Requirements Level 142, Endurance 37: Acquire harder and more durable muscles. +15 DT, +10% health, +20% stamina, and +25% stamina regeneration.

| Healing Hands | Requirements Level 142, Medicine 390: Your hands will become known for their healing ability, and as a result of that they have somehow gained the power to accelerate the healing of wounds. This ability scales with your medicine skill and health regeneration rate and requires your hands to be relatively close to the injury and can be controlled by your will.

| Medicine Man | Requirements Level 142, Intelligence 17, Medicine 240: Enhance the positive effects of all of your medicines and drugs. +100% to all positive benefits of drugs and medicines that you own or have had a hand in producing.

Level 144 Perks

| Good Luck | Requirements Level 144: The odds are slightly tilted in your favor. +10 Luck.

| Heavy Armor Expertise | Requirements Level 144, Endurance 15, Strength 15, Repair 300, Science 250: Heavy armor has many advantages, and this perk will give you the knowledge to somehow pack on even more armor than you thought was possible. On top of that, your body will grow used to the weight of the armor, resulting in your body becoming stronger and gaining more stamina. +3 Endurance, +3 Strength, +30% Armor DT, +50% stamina, and +35% stamina regeneration.

| Mass Production | (Ranks 10) Requirements Level 144, Intelligence 25, Repair 250, Science 250: Acquire massively improved production methods, which will result in your production speed increasing by 20% and your production yield increasing by 10%.

| Thornmail | Requirements Level 144, Endurance 26: Obtain even stronger defenses and gain a passive unique ability that returns 25% of your combined DT as damage to whoever attacks you. Your thorn damage can be controlled at will and can be toggled on and off as well.

Level 146 Perks

| Artificer | Requirements Level 146, Intelligence 8, Repair 125, Science 125: Anything that you directly had a hand in crafting is stronger and of better quality, +100% to all parameters in anything you had a hand in crafting directly. Adding on to that, for everything you craft directly, you will gain a certain amount of exp, depending on the amount of work it took to finish it and the quality of the end product. Example: A normal item that you spent 1 hour working on will net you 100 exp, and a fine quality you spent a couple of hours crafting would net you 500 exp.

| Brawler | Requirements Level 146, Strength 11, Melee Weapons 105, Unarmed 105: Brawling is a favorite pastime of many, including you, so whenever you are fighting an enemy either in melee or unarmed combat gain a 20% damage increase, and if there are multiple enemies within 15 meters of you gain an additional 10% for each enemy within that range.

| Charge | Requirements Level 146, Agility 15, Endurance 15, Strength 15, Unarmed 100: When you are charging, gain 500% movement speed and whatever you collide with will take an additional 250% more damage. This ability will only take effect if you intend to inflict damage to whatever you are charging at.

| Lacerate | Requirements Level 146, Bloodletter, Strength 33, Ballistic Weapons 1,000, Melee Weapons 1,000, Unarmed 1,000: All of your attacks now deal an additional 20% of their damage as bleeding damage every second for 5 seconds.

Damn, there are a lot of good options here.

I scanned and scanned, and after looking the perk list up and down once more, I couldn't help but take a second look at a certain perk.

Man, | Deadshot |'s effects are fucking overpowered, and that's putting it lightly. It's just too bad I don't meet the requirements; otherwise, I would've grabbed it before any other. I mean, who could pass on an ability that makes it so you literally can't miss? I know I wouldn't.

Even though it was unfortunate I couldn't take the perk, I knew I could grab it in my in one of my future level ups, so I didn't cry over it for too, too long and quickly moved onto another perk that caught my interest, | Qi |.

Becoming a cultivator would be rad, but without a cultivation technique to go along with it I could easily end up doing more damage than good. Contrastingly, I did embark on the path of becoming a mage with nothing more but the simple Basic Foundation Technique. However, this perk won't set me up like that, so creating my own technique like I did with the All Element Core Technique is pretty much out of the question with the danger factors that exist there.

Yeah, I'm not looking to go into completely uncharted territory with all the horror stories I've read involving what one wrong move with your dantian and meridians can do to a person. And besides, I already have a path to qi through body refining; hence, it would be smarter to hold off on this till I at least dip my toe into things via that. There is also the fact that if I take this now, I'll miss out on something interesting potentially occurring when I already have access to qi like what just occurred with | Mana |, so that's just a whole nother reason to hold off on this perk.

Alright since those perks are out of the race what do I want to spend my 51 perk points on, hmm… Well I could go about this a few different ways one I could spend a good majority of my points on | Growth | to raise my Charisma and Luck to 101, which would fulfill the quest objectives of | Exceeding Super Human Limits |.

| Exceeding Super Human Limits | Objectives: Reach a value of 101 in every attribute. Rewards: Perk | Evolver |, 100 Attribute Points, 1,000 Skill Points, and 1,000,000 Exp.

Or I could go and just grab every perk that piques my interest from the perk selection like I did with the previous level up that nearly took me out, decisions, decisions… 

I wasn't in that much of a rush, so I stewed over it for several moments.

I think out of the options I have available, completing that quest will bring me the most gains in both the short term and the long term. 

Having come to a decision rather quickly, I considered how many points it would take to get me to 101 in both of those attributes whilst also accounting for the bonus 2 points I would receive from | High Human | and the 25% boost I was getting from both | Charismatic Aura | and | Prosperity |. After taking into account all those factors, I came to the conclusion that I only need to use a total of 27 perk points for Charisma and 13 points for Luck, one of which would be spent on | Good Luck | since it provided a staggering 10 Luck for a single perk point.

Only 11 meager perk points left, huh… Well, I better make them count.

It certainly wasn't a lot to work with when compared to the previous level up, hence I considered my options both extremely carefully and thoroughly, and once I had gone back and forth several times all within less than a second, I made my choice.

To start the things off with the lowest level perks I'm going to grab | Space Man |, just in case I get abducted by the Zetans or some other alien entity… I don't expect it to come in handy soon but anything can happen in the Wastelander world, so it's a nice perk to have in my back pocket.

Moving on from that, I would've picked up | Shocker | to further increase the damage types in my arsenal and a handful of others but with only a small sum of 10 perk points remaining, so I'll just stick them all in | Mass Production | to boost my overall manufacturing and production capabilities. It'll also allow me to prepare a tremendous number of robots for whenever I decide to obtain | Robotic Army | and cash in on that new way of boosting my already massive Intelligence numbers.

And since I'm on this topic, I should probably start thinking about increasing the number of robot production machines and where I'm going to put them because if I want to truly abuse that perk to its fullest I'm going to need a lot more machines than just the 10 I got right now. I'll probably stick them underground on one of the new levels that'll get built in a minute here.

As I selected all 10 ranks of | Mass Production |, I considered my choices once more.

I could have gone ahead and simply selected perks that would've massively boosted my already insane abilities but I think I've had enough of a personal power up for one day, and what is essentially a 600% boost to production power just sounds way too appealing to pass on for someone like me.

Once the image of my robot manufacturing machines churning out an absurd 600 robots a day plus all the other new capacity that would be provided to my automated manufacturing base appeared in my mind, I couldn't help but get a little giddy at the insane benefits this would bring in the near future as well as days that would follow afterward.

As soon as I locked in my perk selection, I began looking over the increasing number of skills I had access to and which of them I wanted to develop next.

[ Skills ]

Skill Points Left: 17,170

(T)Ballistic Weapons: 2,196

(T)Energy Weapons: 2,250

(T)Explosives: 1,477

(T)Heavy Weapons: 2,158

(T)Leadership: 10,532

(T)Lockpick: 1,555

(T)Medicine: 1,654

(T)Melee Weapons: 1,759

(T)Piloting: 1,726

(T)Repair: 10,477

(T)Science: 10,482

(T)Speech: 1,153

(T)Stealth: 5,905

(T)Survival: 1,349

(T)Trade: 1,532

(T)Unarmed: 1,759

(T)Magic: 2,451

(T)Spirit Magic: 401

That's a fuckload of skill points right there, but I believe my new and very much improved self can handle the flood of information, that'll no doubt cram itself into my brain. Now what do I want to invest in… An obvious choice would be to boost spirit magic so I could complete my | Grandmaster Of All Skills | quest. However, I've yet to actually do a whole hell of a lot with the field of magic let alone this specialization of it and I would like to see how things are first in regards to that new skill before I start dumping points into it willy-nilly.

After marking that skill off the list of candidates, I continued thinking on the matter.

I'm pretty content with where many of my skills are right now, but some of my newly obtained perks possess abilities that will enhance a number of my parameters and abilities like | Matrix |, so increasing my reaction speed would be a good idea.

I knew reaction speed was going to be one of the most needed stats for handling the abilities that could enhance my abilities well beyond their norm, so I began pouring skill points into Piloting by the hundreds and before long I had spent 8,275 skill points on that one skill.

There are also a lot of places I plan to conquer and take for myself in the coming days, months, and years to come, hence being able to move my troops unnoticed will be essential to making that happen with minimal losses. So let's up those Stealth numbers just a wee bit.

As soon as that thought finished, I dumped the rest of the 8,895 skill points I had available into the skill and locked in my distribution. Not even a second following that action, streams of new information and experience came flowing into my brain, but this time the process was entirely painless and completed in mere moments of it beginning.

Ohh, I didn't think it would be that easy.

And before I could conjure a second thought, the expected pings sounded from the system.

[ Ding! New Perk ]

[ Ding! New Perk ]

Okay, let's see what I got.

| Certified Forklift Operator Rank 3 | Requirements Piloting 10,001: You know your way around just about every type of craft imaginable, and those you don't, you will soon bring yourself up to speed. The 0.5% increase in vehicle performance, reaction speed, and vehicle handling is now increased to 1% and vehicle speed whilst piloting will be added to that group of stats boosts as well… [ Warning ] Just be careful with the G-force.

| Shadow Lurker Rank 3 | Requirements Stealth 10,001: The darkness is your friend. All sound produced within the stealth field can be contained within the boundary of the field if you so wish. This effect can go even further and will give you the ability to control all sound and vision within the field's influence, including those that are not your own.

The increase in reaction speed is a huge gain, but being able to manipulate all sound and vision within my stealth field sounds even more busted than the former, especially when I start considering my forces' movements. Just imagining an army that is both invisible and completely soundless is a nightmare scenario for any power, not to mention the wasteland ones, many of which are unprepared to face such a threat.

Those benefits aside, the increase in speed when I'm behind the wheel has me pretty concerned though. I mean if I don't have full control over the speed I'm utilizing I can easily kill myself with that, not to mention my less durable companions who would no doubt succumb to the extreme gravitational forces that would be exerted on their bodies… Yeah, I'm going to have to dedicate a good bit of practice before I can't use it sparingly, let alone casually.

Mostly thrilled with the new effects brought on by my large disbursement of skill points into Piloting and Stealth, I began to bring up my stats next to have a look at them. But not even a moment after I looked away from those two particular perks, I received two more expected notifications.

[ Ding! Goal Objectives Met ]

[ Ding! Goal Is Ready To Turn In ]

It's nice that it's I've met all the quest objectives, but at the same time not so much because although I'm happy about finally achieving 101 in every attribute I possess meeting the quest conditions, I can't do anything with it just yet since I've yet to make my preparations.

As much as I desired to turn in | Exceeding Super Human Limits | I wasn't suicidal enough to temp fate again so soon, thus I left it for later and immediately looked to my status, which had undergone momentous changes… And that was putting it lightly.

〚 Status 〛

Name: Dom Mason Woods

Age: 18

Lifespan: 1,785

Height: 6 Feet 6 Inches

Body Weight: 1,300 lbs

Race: High Human

Class: Mage Initiate 5th Level

Level: 147

Experience Points: 58,382/296,000

Total Experience Points Earned: 21,814,382

Experience Rate: 3,680%

Health: 80,625

Healing Rate: 7,288 Per Minute

Stamina: 188,460

Stamina Regeneration: 14,793 Per Minute

Mana: 61,234

Mana Regeneration: 6,542 Per Second

Max Mana Capacity: 154,500

Carry Weight: 8,483.98125/ 224,550

Critical Chance: 100%

〚 Effects 〛

Ancient Runic Cross Necklace Of Protection: Gain a 500 DT bubble shield for 3 minutes when your life is in danger.

Child Of Light: Agility +1 - Endurance +1 - Strength +1 - Health Per Second +1

Cautious: +2 Perception and your senses are heightened when not moving.

Heavy Trooper Combat Suit: DT 150 - Radiation Resistance 35 - Agility +2 - Endurance +4 - Perception +1 - Strength +4 - Ballistic Weapons +3 - Energy Weapons +3 - Explosives +3 - Heavy Weapons +3 - Medicine +5 - Stealth +20

Outdoorsman: Perception +1 - Agility +1 when outdoors.

Photosynthesis: Produce Nutrients When Exposed To Light, +1 Endurance, and +5 Health Per Minute.

Wastelander: Perception +3 when walking through a wasteland.

War Belt: DT 1

〚 Armor 〛

Combined Damage Threshold: 2,230

Total Coverage Damage Threshold: 1,930

Body Damage Threshold: 1,326

Armor Damage Threshold: 604

Weapon Damage Threshold: 300

〚 Resistances 〛

Addiction Resistance: 50%

Bleed Resistance: 560

Corrosion Resistance: 560

Damage Resistance: 5%

Disease Resistance: 100%

Fire Resistance: 610

Ice Resistance: 560

Knockout Resistance: 100%

Lightning Resistance: 25% + 560

Poison Resistance: 585

Total Radiation Resistance: 700

Radiation Resistance: 560

Armor Radiation Resistance: 140

〚 Attributes 〛

Strength: 504 (509)

Agility: 346 (350)

Endurance: 535 (541)

Intelligence: 679

Perception: 758 (765)

Charisma: 101

Luck: 101

Magic Power: 698

Primal Power: 289

〚 Skills 〛

(T)Ballistic Weapons: 2,468 (2,475)

(T)Energy Weapons: 2,522 (2,529)

(T)Explosives: 1,596 (1,599)

(T)Heavy Weapons: 2,387 (2,400)

(T)Leadership: 10,656

(T)Lockpick: 1,716 (1,720)

(T)Medicine: 1,773 (1,778)

(T)Melee Weapons: 2,077 (2,091)

(T)Piloting: 10,251 (10,258)

(T)Repair: 10,596

(T)Science: 10,601

(T)Speech: 1,166

(T)Stealth: 15,050 (15,077)

(T)Survival: 1,467 (1,472)

(T)Trade: 1,656

(T)Unarmed: 2,077 (2,091)

(T)Magic: 2,887 (2,891)

(T)Spirit Magic: 511

Skill Points Gained Per Level Up: 1,204

[ Traits ]

| Critter | - | Gifted | - | Sex Appeal | - | Skilled | - | Take Another Rank 1 |

[ Perks ]

Special Move Perks: | Crushing Blow | - | Flame Burst | - | Lightning Rod | - | Shielded | - | Shred |

Attribute Perks: | All Seeing Rank 2 | - | Gotta Go Fast Rank 2 | - | Herculean Strength Rank 2 | - | Human Supercomputer Rank 2 | - | Magic Supremacy Rank 2 | - | Monstrous Physique Rank 2 | - | One With The Wilds Rank 2 | - | Silver Tongue | - | Walking Treasure Detector |

Skill Perks: | Ancient Power | - | Bulletstorm Rank 2 | - | Certified Forklift Operator Rank 3 | - | Currency Maker Rank 2 | - | Devastator Rank 2 | - | Language Master Rank 2 | - | Martial Weapon Master Rank 2 | - | Mechanical Domination Rank 3 | - | Medical Genius Rank 2 | - | Overcharged Rank 2 | - | Restorer Rank 3 | - | Shadow Lurker Rank 3 | - | Skeleton Key Rank 2 | - | The Great Leader Rank 3 | - | The Power Of Atom Rank 2 | - | Unarmed Master Rank 2 | - | Wild Man Rank 2 | - | Wisest Wizard Rank 2 |

Agility Perks: | Breakout | - | Escape Artist | - | Leapfrog | - | Part Cat | - | Rabbit's Feet | - | Speed Loader | - | Swift Reflexes |

Carry Weight Perks: | All The Loot | - | Ammo Depot | - | Brick Shit House | - | Dense Muscles Rank 10 | - | Human Warehouse | - | Leave Nothing Behind | - | Lighter Load | - | Mr. Banks | - | Pack Mule Rank 10 | - | Resource Hoarder | - | Strong Man | - | Walking Drugstore |

Charisma Perks: | Beast Master | - | Charm | - | Diplomat | - | Lady Killer | - | Mediator | - | Nature Affinity Rank 3 | - | Tree Hugger |

Combat Perks: | Acid Spill | - | Berserker | - | Black Mamba | - | Bloodletter | - | Boom Headshot! | - | Braced | - | Burn It With Fire | - | Butcher | - | Cold Front Rank 5 | - | Commando | - | Conduit | - | Crash Landing | - | Death From Above | - | Dual Wield Proficiency | - | Electrocutioner Rank 5 | - | Explosive Rounds | - | Flameboyant Rank 5 | - | Hand Cannon | - | Hemorrhage Rank 5 | - | High Caliber Rank 5 | - | Laser Weapon Mastery Rank 5 | - | Man Killer | - | Mutant Slayer | - | Nutcracker | - | Penetrator | - | Plasma Weapon Mastery Rank 5 | - | Radioactive | - | Ravager | - | Rip And Tear | - | Seasoned Soldier Rank 5 | - | Shock Wave | - | Skull Cracker | - | Slaughterer Rank 2 | - | Smash & Bash | - | Sniper | - | Sniper Rifle Mastery Rank 5 | - | Sub Zero | - | That's A Lot Of Damage | - | Throwing Weapon Master | - | Uber Critical | - | Vampire | - | Venomous Rank 5 | - | Warrior |

Cultivation Perks: | Body Refiner |

Defensive Perks: | Addiction Resistant | - | Bleed Resistance | - | Bone Head | - | Brute Rank 5 | - | Corrosion Resistance | - | Disease Immunity Rank 10 | - | Enhanced Durability | - | Flame Resistant | - | Flame Retardant | - | Frontliner | - | Grounded | - | Ice Resistant | - | Immovable Obstacle | - | K.O. Immune | - | Meat Head | - | Pain Resistance | - | Radiation Resistant | - | Savage | - | Thick Headed | - | Tough S.O.B. | - | Tough Skeleton | - | Venom Resistance |

Devilish Perks: | A Fiend In The Sheets | - | Pleasure |

Explosive Perks: | Demolitionist Rank 5 | - | Explosives Expert Rank 5 | - | Missile Salvos |

Genetic Perks: | Champion Level Muscle Genetics | - | Fertile | - | High Human | - | Longevity | - | Next Generation | - | Rare Cardiovascular Genetics |

Health Perks: | Bronze Physique | - | Child Of Light | - | Health Factor | - | High Regeneration | - | Medstim Addict | - | Medstim Bloodline | - | Medstim Connoisseur | - | Photosynthesis | - | Regeneration |

Heavy Weapon Perks: | Gatling Gun Specialist | - | Great Sword Preference | - | Heavy Gunner Rank 5 | - | Heavy Weapon Expert Rank 5 |

Intelligence Perks: | A Hunger For Knowledge | - | Bookworm | - | Calculative Individual | - | Calculator | - | Certified Roboticist | - | Computer Whiz | - | Drug Researcher | - | Knowledgeable Sponge | - | Reading Fanatic Rank 4 | - | Researcher | - | Tech Junkie |

Leadership Perks: | Air Superiority | - | All For One | - | Commander | - | Heavy Armament Doctrine | - | Hit And Run | - | Leader Of The Pack | - | Nuclear Physicist Rank 5 | - | Pack Leader | - | Robotics Engineer Rank 5 | - | Shield Buster | - | Strategist | - | Tank Commander |

Lifesaving Perks: | Back From The Dead | - | Bullet Time | - | Second Wind |

Loot Perks: | I Smell Ammo | - | Looter Shooter |

Magic Perks: | All Element Mana Generator | - | Loved By Mana | - | Mana |

Medical Perks: | Combat Medic | - | Healer |

Melee Weapon Perks: | Grand Slam | - | Gun Bash |

Mental Perks: | Iron Will | - | Mental Pressure | - | Mind Over Matter | - | Nerves Of Steel |

Movement Perks: | Crawler | - | Marathoner | - | Parkour | - | Travel Heavy |

Perception Perks: | Alpha Predator | - | Always Aware | - | Batman | - | Cat Eyes | - | Cautious | - | Death Sense | - | Eagle Eye | - | H.U.D. | - | Hmm… | - | Hyperfocus | - | I see You! | - | Metal Detector | - | Muscle Connection | - | Observant | - | Outdoorsman | - | Sixth Sense | - | Sonar | - | Target Acquired | - | Wastelander |

Production Perks: | Alchemical Interest Rank 5 | - | Armor Smith Rank 5 | - | Beginner Miner | - | Bob The Builder Rank 10 | - | Drug Kingpin | - | Economist | - | Empire Builder | - | Farmer Joe Rank 5 | - | Human Foundry | - | Human Smelter | - | Mass Fabricator Rank 10 | - | Mass Production Rank 10 | - | Miner Sixty Niner Rank 5 | - | More Power! Rank 5 | - | Patcher | - | Power Armor Engineer | - | Power Armor Modder | - | Recipe Improvement | - | Resource Management | - | Weapon Smith Rank 5 |

Shotgun Perks: | Boomstick | - | Shotgun Mastery Rank 5 |

Stamina Perks: | Better Blood Rank 2 | - | Efficient Weapon Handling | - | Energetic | - | Enhance Lungs | - | Marathon Runner |

Stealth Perks: | Assassin | - | Can't See Me! | - | Distortion | - | Ghost | - | Hidden Weapon Expert | - | Infiltrator | - | Silent Steps | - | Stalker |

Strength Perks: | Body Builder | - | Death Grip | - | Reinforced Joints | - | Strong Bones rank 5 |

Survival Perks: | Camel | - | Hibernation | - | Master Chef | - | Metavore | - | Water Collector |

Talent Perks: | Aged Well | - | Ambidextrous | - | Another Skill Talent | - | Brainiac | - | Character Builder | - | Charismatic Aura | - | Double-Edged Sword | - | Enhanced Perception | - | Genius | - | Gifted In All Areas | - | Good Luck | - | Gotta Tame Em All | - | Growth Rank 69 | - | Jack Of All Trades | - | King Of The Jungle | - | Master Of All Trades | - | Natural Born Learner | - | Prosperity | - | Quick Hands | - | Quick Learner | - | Solo | - | Speed Demon | - | Strong Body | - | Talented |

Unarmed Perks: | Iron Fist |

Vehicle Perks: | Lead Foot | - | Terminator |

Unique Perks: | Auto Loader | - | Bestower of Knowledge | - | Cleanse | - | Death's Grasp | - | Electrical Capacitor | - | Hit Man | - | Matrix | - | Space Farer | - | Space Man | - | Water Breathing | - | Weight Management |

Perk Points Gained Per Level Up: 3 ⇮

[ Mutations ]

| Dimensional Rift | - | Pure |

[ Classes ]

| Mage | +2 Intelligence, Perception, and Magic and +3 Magic Power Per Level Up

| Shaman | +4 Agility, +5 Endurance, +3 Intelligence, +4 Magic Power, +5 Perception, +5 Strength, +3 Magic, +6 Primal Power, and +6 Spirit Magic Per Level Up (100+)

[ Qi Cultivation Arts, Techniques, & Methods ]

??? Nameless Chant ???

Indomitable Body Refinement Technique

(...)

[ Mage Techniques And Cultivation Methods ]

❖ All Element Core Technique ❖

Basic Foundation Technique - Fire Foundation Technique - Water Foundation Technique - Nature Foundation Technique - Earth Foundation Technique - Wind Foundation Technique - Light Foundation Technique - Darkness Foundation Technique - Ice Foundation Technique - Lightning Foundation Technique - Metal Foundation Technique - Blood Foundation Technique - Space Foundation Technique - Life Foundation Technique - Death Foundation Technique - Void Foundation Technique - Chaos Foundation Technique

[ Magic Formations ]

Basic Condensing Formation - Basic Rotation Formation - Self Sustaining Basic Condensing Formation - Self Sustaining Basic Rotation Formation

〚 Magic Spells 〛

[ Uncategorized ]

Oath Magic (Neutral)

[ Level 1 ]

Arcane Bolt (Neutral)

Fire Ball (Fire)

Hose (Water) (Attack)

Water Ball (Water)

Nature's Vines (Nature)

Cure (Nature)

Rockwall (Earth)

Stone Shard (Earth)

Gust (Wind)

Purify (Light)

Shade (Darkness)

Freeze (Ice)

Frozen Wall (Ice)

Spark (Lightning)

Harden (Metal)

Meld (Metal)

Staunch Wounds (Blood)

Lesser Regeneration (Blood)

Accelerate (Space)

Hold (Space)

Lesser Heal (Life)

Wither (Death)

Ravenous Charge (Void)

Destructive Wave (Chaos)

〚 Gear & Item Box 〛

[ Armaments ]

Assault Rifles: FBSILR-2 Stealth Rifle (1) - Detonator (1) - FBLAR-1 Laser Assault Rifles (2)

Explosives: BZB-9 Incendiary Grenades (100) - Demolition Charges (500) - F-3 Flashbangs (100) - SG-7 Sleeper Grenades (100) - T-4 Plasma Grenades (100) - T-5 Plasma Mines (100) - U-2 EMP Grenades (100) - U-3 EMP Mines (100)

Heavy Weapons: FBPC-10 Plasma Cannon (1) - FBPS-7 Plasma Scorcher (1)

Launchers: Carl Gustaf (1) - Chimera-80 Missile Launcher (1) - FU2 Mininuke Launcher (1) - H-40 Grenade Machinegun (1) - KC100 Auto Mortar (1) - VT-80 Missile Launcher (1)

Machine Guns: FBLMG-9 Laser Machine Gun (1) - FBPMG-9 Plasma Machine Gun (1)

Melee Weapons: Grandpa John's Combat Knife (1) - Vibro Commando Knives (2) - Vibro Throwing Knives (12)

Pistols: AP-6 Hand Cannon (1) - FBPMP-11 Plasma Machine Pistol (1) - FBPS-3 Plasma Melter (1)

Rifles: EM Waver (1) - FBARC Rifle (1)

Shotguns: BFS-6 Heavy Shotgun (1) - Model 2187 Lever-Action Shotgun (1)

Sniper Rifles: X-50 Anti-Material Rifle (1)

Unique Weapons: Impaler (1) - Meltdown (1) - Mulcher (1) - Needler (1) - Purge (1) - Severance (1)

[ Weapon Magazines ]

Launcher Magazines: H-40 Grenade Machinegun 45 Round Magazine (10)

Revolver Speed Loaders: AP-6 Speedloaders (20)

Shotgun Magazines: BFS-6 Heavy Shotgun 50 Round Box Magazine (11)

Sniper Rifle Magazines: A-50 Anti-Material Rifle 10 round Magazines (20)

Unique Weapon Magazines: Needler 50 Round Box Magazines (8) - Mulcher Armored Backpack Magazines (10) - Purge Reactor Backpacks (3)

[ Armor & Clothing ]

Accessories: Ancient Runic Cross Necklace Of Protection (1) - War Belt (1)

Apparel: Set Of Clothes (5)

Suits: Heavy Trooper Combat Suit (1)

[ Aid ]

Combat Drugs: Z-Rox Combat Stims (50)

Medical Kits: AFAKs (5) - IFAKs (10) - MFAKs (5)

Regeneration Chemicals & Drugs: Medstim Mk IIs (100)

Pain Killers: P-Dex Bottles (10) - P-Dex Syringes (50)

Performance Enhancing Drugs: Buffmax Bottles (100)

[ Munitions ]

Ballistic Ammo: .338 Lapua Magnum Rounds (240) - .50 BMG Rounds (500) - 1 Gauge Shotgun Shells (100) - 6 Gauge Shotgun Shells (1,200) - 7.62x51mm Rounds (111,000) - Heavy Crossbow Bolts (200) - Needler Syringes (500)

Energy Ammo: Microfusion Breeder Cells (20)

Explosive Ammo: 100mm Mortars (300) - 40x53mm Grenades (600) - 75mm Mininukes (100) - 80mm Missiles (104) - 84x245R RCL Rounds (150)

[ Miscellaneous ] 

Tools: Lockpick Sets (2) - Stealth Packs (6) - Undercity 7 Credstick (1)

Food: MREs (100) - Water Canteens (100)

Money: Undercity 7 Credits (5,983,061,153)

Robots: K-1 Spider Mines (100)

〚 Stats & Bonuses〛

〔 Attribute Stats 〕

| Agility +25% | - | Agility Gain +275% | - | Charisma +25% | - | Endurance +25% | - | Endurance Gain +675% | - | Intelligence +25% | - | Intelligence Gain +325% | - | Luck +25% | - | Magic Power Gain +275% | - | Perception +25% | - | Perception Gain +275% | - | Primal Power Gain +275% | - | Strength +25% | - | Strength Gain +675% |

〔 Body Stats 〕

[ General ] 

| Body Durability +300% | - | Body Weight +100% | - | Blood Circulation +150% | - | Bone Durability +150% | - | Bone Strength +150% | - | Crippling Effects -50% | - | Joint Durability +50% | - | Joint Strength +50% | - | Ligament Strength +300% | - | Ligament Growth Speed +300% | - | Limb Durability +15% | - | Muscle Density +200% | - | Muscle Growth Speed +100% | - | Muscle Repair Speed +100% | - | Reaction Speed +10,301% | - | Tendon Strength +300% | - | Tendon Growth Speed +300% |

[ Brain ]

| Brain Processing Power +13,864% | - | Calculation Ability +1,384% | - | Knockout Resistance +50% | - | Reading Speed +250% | - | Thought Processes 140 |

[ Bodily Needs ]

| Food & Drink Requirements -90% | - | Required Sleep 2 Hours | - | Waking Hours 48 Hours |

[ Eyes ]

| Eyesight +820% |

[ Hands ]

| All Around Hand Speed +100% | - | Grip Strength +100% | - | Typing Speed +100% |

[ Heart ]

| Hearts 2 |

[ Lungs ]

| Lung Capacity +200% | - | Lung Performance +100% |

[ Reserves ]

| Water Capacity +400% |

〔 Combat Stats 〕

[ Accuracy ]

| Ballistic Weapon Accuracy +2,518% | - | Braced Weapon Accuracy +20% | - | Dual Wield Accuracy +25% | - | Energy Weapon Accuracy +2,522% | - | Explosive Weapon Accuracy +1,596% | - | General Accuracy +35% | - | Headshot Accuracy +25% | - | Heavy Ranged Weapon Accuracy +50% | - | Heavy Weapon Accuracy +2,487% |

[ Armor Penetration ]

| All Attacks -15 DT |

[ Attack Speed ]

| Melee Weapon Attack Speed +2,473% | - | Unarmed Attack Speed +2,473% |

[ Critical ]

| Stealth Attack Crit Chance With Melee, Unarmed, & Thrown Weapons +100% |

[ Damage ]

| Acid Damage +10% | - | Ballistic Weapon Damage +2,518% | - | Beast Damage +50% | - | Bleed Damage +110% | - | Critical Hit Damage +212% | - | Damage +80% | - | Dual Wield Damage +25% | - | Energy Weapon Damage +2,522% | - | Explosive Damage +1,826% | - | Feet Damage +25% | - | Female Damage +15% | - | Fire Damage +110% | - | Gatling Weapon Damage +25% | - | Gun Bash Damage +50% | - | Headshot Damage +115% | - | Heavy Ranged Weapon Damage +100% | - | Heavy Sword Damage +25% | - | Heavy Weapon Damage +2,507% | - | Hidden Weapon Damage +50% | - | Hidden Weapon Surprise Attack Damage +50% | - | High Caliber Damage +100% | - | Ice Damage +110% | - | Landing Damage +500% | - | Laser Damage +100% | - | Leg Damage +25% | - | Lightning Damage +125% | - | Magic Damage +9,867% | - | Male Damage +15% | - | Melee Weapon Damage +7,217% | - | Mutant Damage +25% | - | Overhead Damage +50% | - | Plasma Damage +100% | - | Poison Damage +110% | - | Radiation Damage +10% | - | Ranged Weapon Bashing Damage +25% | - | Revolver Damage +30% | - | Shotgun Damage +150% | - | Shield Damage +50% | - | Sniper Rifle Damage +100% | - | Spirit Magic Damage +255.5% | - | Stealth Damage +15,110% | - | Thrown Weapon Damage +50% | - | Two-handed Melee Weapon Headshot Damage +100% | - | Unarmed Damage +7,237% | - | Undetected Attack Damage +200% | - | When Front Lining Damage +10% | - | When In A Forest Damage +10% |

[ Damage Over Time ]

| Acid Damage 3.3% | - | Bleed Damage 6.3% | - | Gamma Radiation Damage 3.3% Per Tick For 5 Seconds | - | Ice Damage 6.3% Per Tick For 5 Seconds | - | Fire Damage 6.3% Per Tick For 5 Seconds | - | Poison Damage 6.3% Per Tick For 5 Seconds |

[ Energies ]

| Martial Weapon Master Energy Range 207 Meters | - | Unarmed Master Energy Range 207 Meters |

[ Range ]

| Ballistic Weapon Range +50% | - | Throwing Range +100% |

[ Other Weapon Stats ]

| Explosive Projectile Speed +100% | - | Explosive Radius +1,596% | - | Life Steal 5% | - | Magazine Loading Speed +50% | - | Reloading Speed +35% | - | Revolver Explosive Chance 100% Against Head & 50% Against Anywhere Else |

[ Velocity ]

| Ballistic Weapon Velocity +2,468% | - | Energy Weapon Velocity +2,522% | - | Explosive Weapon Velocity +1,596% | - | Heavy Weapon Velocity +2,387% |

〔 Defense Stats 〕

| DT +90 | - | When Front Lining DT +10% | - | When Taking Damage From Mutated Creatures DT +20% | - | When Wearing Heavy Armor DT +3 | - | While Bracing A Weapon DT +10% |

[ Durability ]

| Head Durability +100% | - | Heavy Armament Durability +25% | - | Power Armor Durability +110% |

[ Health ]

| Health +2,000 - Health +110% | - | Health Regeneration Per Minute +182 | - | Health Regeneration Rate +700% | - | Lightning Damage To Health 25% |

[ Resistances ]

| Addiction Resistance +50% | - | Bleed Resistance +25 | - | Corrosion Resistance +25 | - | Damage Resistance 5% | - | Disease Resistance +100% | - | Fatigue Resistance +500% | - | Fire Resistance +75 | - | Ice Resistance +25 | - | Knockout Resistance +100% | - | Lightning Resistance +25% & +25 | - | Poison Resistance +50 | - | Radiation Resistance +25 |

[ Other ]

| Cannot Be Knocked Down... Unless I Want To Be | - | Fall Damage Is Entirely Negated When Getting Landing Kill |

〔 Magic Stats 〕

| Duplicate Cast Max Amount 28 |

| Mage Realm Level Limit 1,050 |

| Spirit Capacity +824% |

[ Magic ]

| Duplicate Cast Cost -50% | - | Magic Effectiveness +9,867% | - | Magic Learning Speed +300% | - | Shamanic Abilities & Power Effects +289% | - | Spell Casting Speed +100% | - | Spell Cost -6% | - | Spirit Magic Affinity +289% | - | Spirit Magic Cost -2% | - | Spirit Magic Effectiveness & Efficiency +255.5% | - | Spirit Magic Learning Speed +300% |

[ Mana ]

| Mana Control +100% | - | Mana Efficiency +17,257% | - | Mana Absorption Speed +14,370% |

〔 Other Stats & Bonuses 〕

[ Abilities ]

| Back From The Dead Revives Remaining 0 |

| Berserker: +5% All Parameters Upon Entering Combat & +1% For Every Minute That Passes Whilst In Combat |

| Bullet Time Duration 6 Minutes |

| Currency Maker Rates $1,000 For 14 lb Of Silver - $10,000 For 14 lb Of Gold |

| Explosive Rounds: All Ranged Weapons Minus Thrown Weapons Gain +20% Damage As Explosive Damage |

| Ghost Duration 1,505 Minutes |

| Hibernation Damage Boost 100% For 5 Minutes |

| Lightning Rod: All Melee, Unarmed, & Thrown Attacks Connected To Your Person Deal An Additional 100% Damage As Lightning Damage |

| Medical Genius Heal Limit 34 Uses A Day |

| Missile Salvos: +50% Explosive Damage & +100% To Affected Area When Firing 3 Or More Explosives In Quick Succession |

| Shadow Boost All Speed Stats +150.5% |

| Shotgun: BOOM! |

| Shred Duration 240 Seconds |

| Slaughterer Effects +100% |

| Solo +10% Damage Resistance & +25% Exp Gain When Moving Alone |

| Target Acquired Limit 76 Targets |

[ Business ]

| Economist Business Return 10% | - | Profit +1% |

[ Cooldowns ]

| Bullet Time Cooldown 307 Minutes | - | Medical Genius Insta Heal 1 Day | - | Second Wind Cooldown 1 Day | - | Shred Cooldown 10 Minutes |

[ Crafting, Manufacturing, & Production ]

| Alchemy Quality +100% | - | Alchemy Production Speed +100% | - | All Armor Parameters You've Produced Or Modified +100% | - | All Weapons Parameters You've Produced Or Modified +100% | - | Construction Speed +100% | - | Corpse Disassembly Speed +100% | - | Crafted & Manufactured Durability +105% | - | Crop Growth Time -50% | - | Crop Yields +100% | - | Crafting Speed +1,059.6% | - | Drug Production Yield +100% | - | Empire Development Speed +10% | - | Energy & Power Production +100% | - | Grand Project Construction Speed +25% | - | Logistic Efficiency +1,065% | - | Logistical Transport Speed +20% | - | Personal Productivity +100% | - | Personal Work Efficiency +30% | - | Power Armor Attribute Addon 15 Points | - | Power Armor Durability +110% | - | Production Speed +200% | - | Production Yield +100% | - | Resource Creation Power Drain -50% | - | Resource Creation Yield +100% | - | Resource Production +20% |

[ Heavy ]

| When Wearing Heavy Armor Or Piloting Similarly Classed Craft Armor, Damage, & Speed +25% |

[ Knowledge ]

| Learning Speed +100% |

[ Leadership & Forces ]

| Aerial Unit Damage +25% | - | Aerial Unit Speed +25% | - | All Things Nuclear Across All Parameters +100% | - | Force Damage +25% | - | Force Efficiency +106% | - | Force Performance +106% | - | Force Shield Damage +50% | - | Heavy Force Armor +25% | - | Heavy Force Damage +45% | - | Heavy Force Durability +25% | - | Heavy Force Speed +25% | - | Loyalty Gain +100% | - | Robot DT+50 | - | Robot Parameters +135% | - | Troop Morale +10,656% | - | When Fighting Alongside Force Damage +10% | - | When Utilizing Hit & Run Tactics +15% Armor, Damage, Health, Shields, & Speed |

| Lockpicking Reward: 343 |

[ Medical ]

| Aid Duration +100% | - | Aid Positive Effects +100% | - | Healing +25% | - | Medical Task Speed +20% | - | Positive Effects Of Your Drug & Medicine Formulas +100% |

[ Fields ]

| Metal Detector Range 151,600 Meters | - | Perception Field Range 1,516 Meters | - | Repair Field Range & Rate 1,059 Meters, +1,059.6% Per Hour | - | Stealth Field Range 1,505 Meters |

[ Mental ]

| Mental Stamina +300% | - | Mental Stamina Regeneration +100% | - | Mindpower +200% | - | Willpower +400% |

[ Mining ]

| Mining Efficiency +20% | - | Mining Speed +120% | - | Mining Yields +10% |

[ Movement ]

| Coordination +100% | - | Crawling Speed +25% | - | Dodge Speed +25% | - | Heavy Armor Movement Speed +15% | - | Infiltrating Movement Speed +10% | - | Jump Height 111.5 Feet x 2 | - | Movement Speed +732% | - | Prone Movement Speed +25% | - | Roll Speed +25% | - | Sprint Speed 211.75 Miles Per Hour |

[ Perception ]

| All Perception Abilities +100% | - | Echo Location Range 7,680 Meters | - | Sonar Range 1 Mile |

[ Science ]

| Research Speed +125% | - | Scientific Breakthrough Frequency +1,085.1% |

[ Skill ]

| Magic Skill Gain +700% | - | Skill Gain Speed +400% | - | Skill Points Gained Per Level Up +75% | - | Skill Points Gained From Skill Books 10 | - | Spirit Magic Skill Gain +300% |

[ Stamina ]

| Stamina +1,745% | - | Stamina Costs -20% | - | Stamina Regeneration +2,765% | - | Weapon Handling Stamina Cost -50% |

[ Talent ]

| Magical Talent +500% |

[ Trade ]

| Your Drugs & Medicine Values +10% |

[ Vehicle ]

| Handling Whilst Piloting +10,251% | - | Speed +25% | - | Speed Whilst Piloting +10,251% | - | Performance Whilst Piloting +10,251% |

[ Weight ]

| Ammo & Magazine Weight -40% | - | Carry Weight 24,350 | - | Carry Weight Percentage +200% | - | Currency & Money Weight 100% | - | Drug & Medical Weight -90% | - | Item Weight 5lbs & Lower -50% | - | Resource Weight -40% | - | Weapon Weight 10lbs & Higher -50% |

Kill Counter: 22,010

〚 Property 〛

[ Armaments ]

Assault Rifles: AK-108s (10) - AK-109 (1) - AKMs (80) - FBLAR-1 Laser Assault Rifles (100,000) - FBPAR-3 Plasma Assault Rifles (50,000) - FBSILR-2 Stealth Rifles (600) - HK416s (10) - M4 Carbines (64) - M5 Assault Rifle (50) - STAR-25 Assault Rifles (548)

Explosives: BZB-9 Incendiary Grenades (100,000) - Demolition Charges (30,000) - Detonators (1,000) - F-3 Flashbangs (100,000) - M101 Frag Mines (10,285) - M90 Frag Grenades (102,005) - Pipe Bombs (49) - Microfusion Cell Mines (24) - SG-7 Sleeper Grenades (30,000) - T-4 Plasma Grenades (500,002) - T-5 Plasma Mine (52,500) - U-2 EMP Grenades (25,005) - U-3 EMP Mines (30,000)

Heavy Weapons: AAGL-5 Gatling Lasers (10) - F-60 Flamethrowers (100) - FBGL-6 Gatling Lasers (5,000) - FBGP-15 Gatling Plasmas (500) - FBPC-10 Plasma Cannons (10,000) - FBPS-7 Plasma Scorchers (10,000) - M2 Browning Machine Guns (1,000) - M56 Miniguns (100) - M76 Miniguns (2,001)

Launchers: Carl Gustafs (1,000) - Chimera-80 Missile Launchers (300) - FU2 Mininuke Launchers (200) - H-40 Grenade Machineguns (2,000) - KC100 Auto Mortars (300) - R30 Rocket Rifles (300) - VT-80 Missile Launchers (10,000)

Machine Guns: DMG-15 Double Barrel Machine Gun (1) - FBLMG-9 Laser Machine Guns (20,000) - FBPMG-9 Plasma Machine Guns (20,000) - M240 Machine Guns (16) - M249 SAWs (3) - NPDMs (10)

Melee Weapons: Bowie Knife (1) - Combat Knives (101,037) - Commando Knives (10) - Pickaxes (4,121) - Vibro Commando Knives (100) - Vibro Throwing Knives (1000)

Pistols: AALP-3 Laser Pistols (478) - AP-6 Hand Cannons (5,000) - Beretta M10 Pistols (31) - Colt Python .357 Magnum Revolvers (939) - Colt Anaconda .44 Magnum Revolver (1) - DDG-8mm Hornets (2) - Desert Eagle (1) - FBPMP-11 Plasma Machine Pistols (100,000) - FBPS-3 Plasma Melters (100)

Rifles: 7.62mm Hunting Rifles (576) - AALR-6 Laser Rifles (22) - AR-15 Rifles (33) - EM Wavers (1,000) - FBARC Rifles (5,000) - Z-2 Plasma Rifles (11)

Shotguns: BFS-6 Heavy Shotguns (5,000) - CA12 Combat Shotguns (10) - Mossberg 500s (39) - Remington Model 870 Shotguns (1,765) - Sawed-off Double Barreled 12 Gauge Shotguns (22)

Sniper Rifles: A-50 Anti-Material Rifles (11) - TBT Sniper Rifles (33) - X-50 Anti-Material Rifles (10,000)

Submachine Guns: CSG10 Submachine Guns (699)

Unique Weapons: (...)

[ Weapon Magazines ]

Heavy Weapon Magazines: 5.56mm Minigun 500 Round Drum Magazines (1,000) - 5.56mm Minigun 1,000 Round Backpack Magazines (100) - 7.62mm Minigun 500 Round Drum Magazines (5,003) - 7.62mm Minigun 1,000 Round Backpack Magazines (100) - 7.62mm Minigun 10,000 Round Armored Backpack Magazines (6,000) - Fusion Breeder Reactor Backpacks (18,500) - M2 Browning Machine Gun 100 Round Box Magazines (30,000)

Launcher Magazines: H-40 Grenade Machinegun 45 Round Magazines (30,000) - R30 Rocket Rifle 20 Round Magazines (5,700)

Machine Gun Magazines: DMG-15 Double Barrel Machine Gun 75 Round Box Magazines (6) - M240 Machine Gun 100 Round Box Magazines (44) - NPDM 100 Round Drum Magazines (5,000) - M249 SAW 100 Round Box Magazines (5) - M249 SAW 200 Round Box Magazines (6)

Pistol Magazines: Beretta M10 Pistol 18 Round Magazines (149) - DDG-8mm Hornet 16 Round Magazines (10) - Desert Eagle 8 Round Magazine (5)

Revolver Speed Loaders: .357 Magnum Speedloaders (6) - .44 Magnum Speedloaders (4) - AP-6 Speedloaders (40,000)

Rifle Magazines: 5.56 STANAG 30 Round Magazines (104,112) - 5.56 STANAG 60 Round Quad Stack Magazines (50,114) - 5.56 STANAG 100 Round Drum Magazines (15,000) - 7.62 STANAG 10 Round Magazines (500) - 7.62 STANAG 20 Round Magazines (2,197) - AK-47 30 Round Magazines (30,313) - AK-47 40 Round Magazines (41) - AK-47 75 Round Drum Magazines (8,008)

Shotgun Magazines: BFS-6 Heavy Shotgun 50 Round Box Magazines (36,000) - CA12 Combat Shotgun 12 Round Drum Magazines (100)

Sniper Rifle Magazines: A-50 Anti-Material Rifle 10 round Magazines (100,000)

Submachine Gun Magazines: CSG10 Submachine Gun 30 Round Magazines (2,651)

Unique Weapon Magazines: Mulcher Armored Backpack Magazines (100) - Purge Reactor Backpacks (500)

[ Armor & Clothing ]

Accessories: War Belts (6,000) - Chest Rigs (661)

Apparel: Sets Of Clothes (50)

Chest: Plate Carriers (41)

Backpacks: Kevex Backpacks (10) - Rucksacks (150)

Helmets: (...)

Suits: Aegis Combat Suits (500) - M-45 Combat Armors (478) - Makeshift Armored Suits (3) - Xenix-Series Combat Armor (1)

[ Aid ]

Combat Drugs: R4GE Combat Stims (523) - Z-Rox Combat Stims (200,456)

Medical Kits: AFAKs (5,099) - First Aid Kits (267) - IFAKs (250,475) - MFAKs (50)

Regeneration Chemicals & Drugs: Medstims (28,729) - Medstim Mk IIs (1,000,000)

Pain Killers: P-Dex Bottles (500,254) - P-Dex Syringes (250,289)

Performance Enhancing Drugs: Buffmax Bottles (100,000) - Intelli Tab Sheets (106) - Maxigen Bottles (118)

[ Munitions ]

Ballistic Ammo: .338 Lapua Magnum Rounds (4,000,000) - .357 Rounds (27,984) - .50 Action Express Rounds (59) - .50 BMG Rounds (25,000,000) - 1 Gauge Shotgun Shells (500,000) - 10 Gauge Shotgun Shells (30) - 10mm Auto Rounds (5,003,125) - 12 Gauge Shotgun Shells (2,001,198) - 2.5mm Gauss (33,000,000) - 30x170mm Rounds (10,500,000) - 5.56x45mm Rounds (15,193,076) - 6 Gauge Shotgun Shells (5,000,000) - 7.62x39mm Rounds (1,014,763) - 7.62x51mm Rounds (30,011,354) - 8.49x31mm Rounds (233)

Energy Ammo: Flamethrower Fuel (10,000) - Microfusion Cells (1,011,994) - Microfusion Breeder Cells (30,000,000)

Explosive Ammo: 100mm Mortars (100,000) - 30x127mm Missiles (110,000) - 40x53mm Grenades (10,000,000) - 65x150mm Grenades (100,000) - 75mm Mininukes (10,000) - 80mm Missiles (650,000) - 80mm Rockets (2,400) - 84x245R RCL Rounds (200,000) - 

[ Miscellaneous ]

Skill Books: All Things Gun (4) - Atomic Power (2) - Book Of Engineering (2) - Conversationalists Notebooks (4) - Entrepreneur (1) - Future Science (3) - Leaders Of The Worlds (2) - Master Of All Trades (1) - The Choice Is Yours (1)

Used Skill Books: All Things Gun (4) - Atomic Power (3) - Bigger Is Always Better (3) - Book Of Engineering (3) - Boom! (2) - Conversationalists Notebook (3) - Drifting & Racing Weekly (2) - Encyclopedia Of Medical Advancements (3) - Entrepreneur (2) - Future Science (3) - Last Man Standing (3) - Leaders Of The World (4) - Martial Master (2) - Martial Weapons Guide (2) - Master Of All Trades (1) - Security Systems Monthly (3) - Stealth 101 (2)

Tools: Lockpick Sets (100) - Stealth Packs (119) - Stealth Pack MKII (1)

Manufacturing Machines: A Large Assortment of Automated Manufacturing and Processing Machines - Automated Aid Manufacturing Machine (1) - Automated Ammo Manufacturing Machines (1) - Automated Armor Manufacturing Machine (1) - Automated Clothing Manufacturing Machine (1) - Automated Grenade Manufacturing Machine (1) - Automated Heavy Ammunition Manufacturing Machine (1) - Automated Heavy Weapon Magazine Manufacturing Machine (1) - Automated Heavy Weapon Manufacturing Machine (1) - Automated Light Ammunition Manufacturing Machine (1) - Automated Medium Ammunition Manufacturing Machine (1) - Automated Mine Manufacturing Machine (1) - Automated Turret Manufacturing Machine (1) - Automated Vehicle Manufacturing Line (1) - Automated Weapon Manufacturing Machines (2) - Automated Weapon Magazine Manufacturing Machine (1) - Medium Arc Furnace (10) - Small Arc Furnaces (6) - Robot Manufacturing Machines (10)

Other: Makeshift Carriage (1) - Other Misc Items (4,872,829,908)

[ Resources ]

Food: Foodstuffs (2,000) - MRES (10,000)

Materials: Metal (1,791,359,944) - Ore & Minerals (10,343,700,070)

Money: Dollars (209,777,141) - Gold (516) - Silver (3,574)

Robots: Assault Bots (749) - CD1 Security Robots (4,893) - Crusaders (260) - Defenders (110) - Grease Monkeys (30) - Hauling Bots (100) - K-1 Spider Mines (17,500) - Laborers (1,874) - Miss Maids (99) - Mister Maintenances (200) - Multibots (1,300) - Prospectrons (500) - Sentinels (300) - Sparrows (500)

Turrets: AAEL Defense Turrets (250) - FBLC-44 Quad Laser Cannon Turrets (100) - FBGL-6 Gatling Laser Turrets (1,625) - PDB Laser Turrets (3,000) - S-3 Trapdoor Turrets (800) - W-24 Swarmer Missile Pod Turrets (100) - ZBR-2 Laser Turrets (100)

Vehicles: Buffalos (40) - CZ-7 Armored SUV (1) - Retrievers (5) - Wolverines (10)

Pets: Vritra (Juvenile Colossal Monster Drake - Bonded)

Creatures: Bandits (37) - Nembe (1)

Real Estate: Cornerstone Stronghold - Genesis Foundry

Companies: The Bulwark

[ Production Capacity ]

Aid: 6,000

Ammo: 600,000

Light Ammunition: 6,000,000

Medium Ammunition: 600,000

Heavy Ammunition: 60,000

Apparel: 6,000

Armor: 600 Sets

Dollars: -

Grenades: 60,000

Metal: 282,000,000

Mines: 15,000

Miscellaneous: 300,000,000

Ore & Minerals: 30,000,000

Robots: 600

Turrets: 600

Vehicles: 6

Weapons: 1,200

Heavy Weapons: 600

Weapon Magazines: 6,000

Heavy Weapon Magazines: 1,800

〚 Quests 〛

Ready to turn in: 3

Completed: 12

In progress: 24

[ Dailies ]

| Hunter | Objectives: Kill one entity. Reward: 10 Exp.

| Mage Training | Objectives: Perform one session of magic cultivation and cast 10 spells. Reward: 10 Exp.

| Workout | Objectives: Complete your daily workout. Reward: 10 Exp.

[ Bounties ]

[ Jobs ]

...

[ Goals ]

| Area 51 | Objectives: Gain access to Area 51 by any means necessary and explore the site from top to bottom. Rewards: Perk | Alien Researcher |, 40 Repair points, 40 Science points, 40 Medicine points, 450,000 Exp.

| Business Tycoon | Objectives: Obtain 10,000,000,000,000 Dollars worth of assets by any means necessary. Rewards: New Perk?, 15,000,000 Exp.

◊ | Exceeding Super Human Limits | Objectives: Reach a value of 101 in every attribute. Rewards: Perk | Evolver |, 100 Attribute Points, 1,000 Skill Points, and 1,000,000 Exp.

✩ | Fall In Line Or Else | Objectives: Handle the Las Vegas Merchant Guild and either make them fall in line or eliminate them outright. Rewards: Perk | Business Man |, 10 Attribute Points, 100 Skill Points, 250 Trade Points, 10,000,000,000 Dollars, 1,000,000 Exp.

| Grandmaster Of All Skills | Objectives: Reach a minimum of 1,001 for every skill you possess. Rewards: Perk | Grandmaster Of All Skills |, +100 To All Skills, 1,000 Skill Points, 500,000 Exp.

| Harem | Objectives: Enter a long-term romantic relationship with at least 3 women. All women must be aware of each other and okay with the arrangement of sharing you. Reward: 5,000 Exp.

| Magic Revolution | Objectives: Reintroduce magic to human kind, build an institution with at least 100,000 students attending it and learning about magic, and have 10,000 humans reach the 5th realm. Rewards: New Perk?, 1,000 Magic, 100 Attribute Points, 1,000 Skill Points, 10,000,000 Exp.

| Nevada Conquest | Objectives: Become the undisputed number one power in Nevada and take control over the state in its entirety. Rewards: Perk | Territory |, 25 attribute points, 250 skill points, 1,000,000 Exp.

| Power Surge | Objectives: Win the battle for Hoover Dam and become the sole owner of it. Rewards: Perk | Power Surge |, 5 Attribute points, 25 Repair points, 250,000 Exp.

| Suited Up | Objectives: Open up the armories at Fort Kern and acquire a suit of power armor. Rewards: Perk | Mobile Armory |, 5 Lockpick, 75,000 Exp.

| Undegrounder | Objectives: Clear all Nevada metros of hostiles and take control of them. Rewards: Perk | Mole People |, 10 Attribute Points, 1,000,000 Exp.

| Wasteland Conqueror | Objectives: Conquer the wasteland and take over Earth in its entirety. Rewards: ???

[ Tasks ]

| Armament Upgrade | Objectives: Design and build a man portable gauss gatling gun. Rewards: Perk | Mass Driver |, 10 Ballistic Weapon Points, Energy Weapon Points, 10 Heavy Weapon Points, 10 Repair Points, 10 Science Points, 5,000 Exp.

✩ | Base Expansion | Objectives: Expand the number of underground levels in the Cornerstone Stronghold to a total of 10. Rewards: Perk | Base Planner |, 10,000 Exp.

✩ | Big Brother | Objectives: Build a fully fledged surveillance network in Undercity 7 to ensure you know what's going on at all times. Rewards: Perk | Big Brother |, 25 Repair Points, 25 Science Points, 10,000 Exp.

✩ | Hell On Earth | Objectives: Construct a state-of-the-art research facility, personal workshop, and prison with a minimum holding capacity of 1,000 human-sized beings and fill it up with test subjects. Rewards: Perks | Human Trials |, | Torturer |, | Prison Warden |, 10 Intelligence Points, 50 Magic Points, 50 Medicine Points, 50 Repair Points, 50 Science Points, 462,000 Exp.

| Metro Connection | Objectives: Connect the nearby metro rails with your places. Rewards: Perk | Apprentice Miner |, 10 Repair Points, 50,000 Exp.

| Not A Force To Be Reckoned With | Objectives: Assemble an army 100,000 strong. Rewards: 100 Attribute Points, 1,000 Leadership Points, 1,000 Skill Points, 10,000,000 Exp.

◊ | Purging Old Enemies | Objectives: Prevent the Carven family and their allies from accomplishing their goal of becoming the new overlords in charge of Undercity 7 and deal with them however you see fit. Rewards: Perk | Grudge |, 3 Attribute Points, 25 Skill Points, 150,000 Exp.

✩ | Rapid Deployment Means Needed | Objectives: Design and produce a vehicle capable of carrying 30,000 lbs and transporting 20 combat personnel, all while moving at a speed of at least 60 miles per hour. Rewards: Perk | Apprentice Mechanic |, 10 Repair Points, 10 Science Points, 3,500 Exp.

✩ | Securing The Zone | Objectives: Set up defenses and fortifications around the territory surrounding the Cornerstone Stronghold to establish your grasp over the region and ensure none can come and go as they please under your watch. Turrets (200/2,000) - Mines (15,000/100,000) Rewards: 1 Attribute point, 10 Leadership Points, 25 Repair Points, 10 Science Points, 70,000 Exp.

| Self-Sufficient | Objectives: Establish food production and harvest ten tons worth of crops. Build water production and recycling facilities. Rewards: Perks | Green Thumb |, | Water Jack |, 10,000 Exp.

✩ | Slaughterer | Objectives: Reach a kill count total of 100,000 kills. Rewards: Perk | Slaughterer Rank 3 |, 1,000,000 Exp.

◊ | The Makings Of A New Power | Objectives: Create a military unit that is 5,000 strong, with all the bells and whistles. Rewards: Perk | Supreme Commander |, 50 Leadership Points, 250 Skill Points, 500,000 Exp.

Holy shit, that was one hell of an upgrade… It's no wonder I almost kicked the bucket.

Pretty much astounded by the progress I made in such a short few hours, I scanned the insane numerical values my stats now possessed again, and again almost in disbelief.

With all these new perks combined with my hugely improved stats, I have to say I could honestly pass as a fictional superhero at this point… Or even a Demi-god of sorts with the power level I'm currently sitting at.

Mmm, on second thought I might not be comparable to the latter since I have no clue how powerful such a being would realistically be in Wastelander nor do I have any frame of reference for one other than fictional works and old mythos and legends from my original world. I wonder how powerful of a being one has to be to make this system... Those thoughts aside, I know I'll come across at least a handful of beings of a similar threat level as my current self out in the wastes and most definitely the oceans.

I've heard countless stories of colossal sea mutants in my travels through the series that would put Vitra and his mother to shame and read about a few untold horrors roaming the seas out there, so I know I'm not exactly an unstoppable entity here on Earth just yet. However, if shit keeps going the way it has for much longer, I will certainly become such an entity… As long as the Zetans and their highly advanced technology aren't brought into the picture or god knows what else lies out there in the void.

But now that I've obtained the | Body Refiner | perk, which has etched a mysterious nameless mantra, the Indomitable Body refinement technique, and all kinds of body refinement methods and knowledge regarding the field of cultivation in my mind, that'll allow me to improve my physical abilities seemingly without limit, I'm certain I can handle pretty much any threat I can conceive if I've been given enough time to study and solidify my foundations.

And that's not even taking my intention and drive to finally start pursuing magic as seriously as I've been going after science into account, so if we add that into the mix I don't believe there is much out there that will give me much trouble… Now that I'm thinking of magic and science, perhaps if I can combine modern science and technology with magic and whatever alien tech I will no doubt gain access to once I raid Area 51. I mean, I don't see why not, and the possibilities are nearly endless when I start thinking about engraving magical formations into my equipment.

Like if I were to inscribe Harden magic on my armor and equipment, I would see a sizable increase in their durability, which would result in an increase in my general defenses and survivability. And if I were to do the same with my troops, robots, and war machines, it ought to raise our combined threat factor by at least a couple levels.

Throw in level 1 spells like Cure, Lesser Heal, Purify, and Staunch Wounds on the troops armor and any other biological forces I have under my command and I could basically turn any average joe into a force capable of coming back from all types of injuries and surviving in all kinds of deadly and hostile environments… But that would only work as long as the magical formations are fed their specific mana types, so a sort of mana battery would need to be devised alongside a means to replenish its reserves.

Before I went down this rabbit hole any further, I caught myself refocused on what I had planned on accomplishing today.

Maybe I shouldn't have written off magic so soon years ago… Welp, there's no way of going back and changing it now, so I'll just keep treading forth and make up for my shortsightedness when I come back from my trip to Fort Kern.

Having finished my leveling and put my thoughts and plans for the future on hold for the moment, I closed the system window as my eagerness to go and conquer my next target was increasing by the second.

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Alright, that's the end of volume 2, so the next chapter will be the start of volume 3, and that will mainly be about establishing a real foothold on the former state of Nevada. I have a lot of stuff planned for it, so it should be a good read.

Also, I'm writing a new zombie multiverse fan fic where the MC travels from world to world completing various objectives and gaining ever-increasing power. It's being written in a different style from the rest of my work and I find it a hell of a lot easier to write compared to this 1st person POV style, so I might end rewriting Wasteland Conqueror in that style if more people find it to be more enjoyable.

Adding to that further, I'm not very happy with volume 1 and how boring it can be in some segments. So if I do decide to do a rewrite, I will for sure touch that and probably condense some segments to speed things along, and get rid of some of the system bloat/spam I did earlier in this work.

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