Distortion (Somnia Online Book 5)
Page 36
Their gaming headsets were high-tech pieces of equipment, and even all through the coma Wren’s hadn’t malfunctioned. But right now? It looked like it was doing that and more. Spikes were off the charts and Laria, made herself breathe so as not to panic.
Okay. It was doable. She could do this.
Trying to keep herself from panicking, Laria pulled up several screens involving different data. The spike had occurred—and was still occurring—on Mikrum Isle. Considering that was where Rav was fighting off his infection, the odds were that it wasn’t a good thing.
Still. She combed through each resulting report of the onset of Wren’s headset reading flare, like she would have if her daughter hadn’t been involved. It was a good thing all she needed was her eyes and brain, because her hands were shaking no matter what she tried to do.
“Oh, no,” she whispered before pressing her finger to her left temple and taking a deep breath as she activated speech directly to Shayla.
“What’s up?” Shayla was busy, Laria could tell by her tone, but this couldn’t wait.
“You should come in here.” Laria was surprised her voice wasn’t shaking. She sounded oddly calm even to herself. “I think we have a new problem.”
Hi there! K.T. Hanna here.
I want to thank you for reading the Somnia Online. Distortion is one of my favorite books so far. As you probably know I met my husband in EQ2 in 2005, and some of that leaks into Laria and David. You know, in case you didn’t notice. The more I write of this world, the more I really miss my enchanter.
If you enjoyed the book, I ask you, please take a moment to leave a review. Reviews are an author’s lifesblood. Without them, our books sink into obscurity. With them, most algorithms allow well reviewed books to self-promote in some way.
Want to find out more about Somnia? Here is how you can keep in contact with me:
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Game Terms
Aggro—When you walk too close to a monster, you get in its aggression radius, thus causing aggro. Once engaged in combat, players must be cautious not to exceed the tank’s threat level. Buffs, debuts, and damage output all contribute to the mobs aggro meter.
AOE—Area of Effect. Spells or abilities that effect an area and not just a single target.
Binding/bound—When someone/you bind(s) to an area, you affix your soul to that place in order to Gate back, or else respawn when you die.
Boss—Nope. He doesn’t employ you, he employs all the mobs trying to kill you. He hits HARD, and often has special group wiping abilities if not handled correctly by the tank and raid as a whole.
Buff—Most classes will get buffs that strengthen at least themselves if not others. These are effects they can cast which enhance aspects of their character.
Camping—When a group finds a spot that will yield good money and experience, they tend to stay in its vicinity. This is called camping.
Con—To consider a mob and see how difficult the fight could potentially become.
DoT—Damage over Time. This is an offensive spell that applies damage to a target over a period of time at regular intervals.
DPS—Damage Per Second. Usually used in conjunction with offensive classes, or damage output.
Debuff—This is the opposite of a buff and is usually used on mobs to detract from their strengths and make them easier to kill.
End Game—Every game has a goal. In some there’s a max level and events and fights only accessible once that level is reached. For Fable, the end game is everything.
Gank—When someone tries to player kill you without forewarning. Often succeeds in taking the victim by surprise.
Gate—You create a Gate to your binding point and travel there instantly.
Grinding—Sometimes gaining levels requires so much camping that it becomes tedious. That’s known as grinding levels.
Healer—Well...they heal.
HP—Hit Points. The amount of damage a character can take before death.
Kite—This is a tactic often employed by ranged classes such as the ranger. It entails slowing a mob, and running ahead of it, slowly picking down its health. Can also be used as a diversionary tactic to split multiple mobs if no Mesmerize is available.
Line of Sight (LOS)—If a mob can’t see you, but knows you’re there, it will have to run around the obstacle to gain access. This is often used to split up larger groups of melee and casters, so it’s more manageable for the group. The puller will line of sight the casting/ranged mobs to pull them around an obstacle for easier access and closer contact.
MA—Mental Acuity. A type of power generator specifically for Psionicists.
MANA—Mind juice, used for spells.
Meat Shield—The character who takes the hits in place of the rest of the group. The tank.
Melee—Those fighters who stand in close range and use weapons to fight with are often referred to as melee classes.
Mez—Mesmerize. Freezes in place.
MMO—Massively Multiplayer Online.
MMORPG—Massively Multiplayer Online Role Playing Game.
Mob—an aggressive monster. Can be humanoid or animal.
OOM—Out of mana. Literally what it says.
Newbie—Also known as noob. Someone who has rarely, if ever played an MMO and has no clue what they’re doing.
NPC—Non Player Character. Usually not aggressive unless you fuck up.
Pull—Often one person in a group/raid will be designated as the puller, the person who attacks the mob and brings it to camp.
Ranged—A class that can damage (usually) a mob from a distance. Like mages or rangers, etc.
Ranger Gating—Rangers were often known for getting themselves into trouble by kiting mobs in a solo setting. Or else, pulling aggro when DPS-ing. They’d die and resurrect at their bind point, making it what’s known as a Ranger Gate.
Respawn—When a mob or a person dies in-game, they will reappear at the spot where their soul was bound. The more powerful the mob, the longer it takes for them to respawn.
Root—A spell obtainable by multiple classes that causes the target’s feet to affix momentarily to the ground. They can still cast, but they cannot move until the root breaks.
RPG—Role Playing Game.
Tank—The meat shield aka the person who takes the bit hits for the group. Often needs to be swapped in and out with another tank during larger raids depending on a boss’ abilities.
Tether—In some worlds monsters have a specific area they’re confined to, and thus stop and don’t pursue their prey past a certain point. In Somnia, mobs do not tether. This does not apply to specific purpose NPCs.
Train—When a player or group has managed to aggro a large number of mobs who don’t tether, and leads the following of mobs to a specific spot, or through a spot, they call it a train.
Utility class—these are classes whose prime function is to support the group, through abilities that protect or strengthen them as a group or raid.
VR—Virtual Reality.
VRMMORPG—Virtual Reality Massively Multiplayer Online Role Playing Game.
Wipe—This occurs when the entire raid or group die to an encounter.
r /> Murmur
Class: Enchanter – Psionicist
Species: Locus
Real Name: Wren
Sinister
Class: Blood Mage
Species: Dark Elf
Real Name: Harlow
Devlish
Class: Dread Knight
Species: Lacerta
Real Name: Darren
Havoc
Class: Necromancer
Species: Dark Elf
Real Name: Evan
Beastial
Class: Beastmaster
Species: Viking
Real Name: Selwyn
Merlin
Class: Ranger
Species: Elf
Real Name: Mike
Rashlyn
Class: Monk
Species: Feles
Veranol
Class: Shaman
Species: Viking
Mellow
Class: Witch
Species: Dark Elf
Exbo
Class: Ranger
Species: Human
Jinna
Class: Rogue
Species: Dwarf
Dansyn
Class: Bard
Species: Dark Elf
Base Stat Sheet: Level Forty-Eight (48)
CONstitution: 22
STRength:10
AGIlity:20
WISdom: 12
INTelligence:94
CHArisma: 115
HitPoints: 688
MANA: 1002
MA: 175
Abjuration:243
Alteration:248
Conjuration:242
Divinition:252
Evocation:245
2H Blunt: 202
1H Piercing:85
Mental Acuity (MA) Abilities:
Thought Sensing.
Class: Enchanter only.
Level not applicable.
Developing your inner senses you’ve awoken your latent kinetic powers. With constant use your skills will increase, while the opposite will occur should the skill not be used. See your trainer for specifics when you reach Thought Sensing (25).
Thought Shielding.
Class: Enchanter only.
Level—not applicable.
Developing your inner senses you’ve awoken your latent psychic powers. With constant use your skills will increase, while the opposite will occur should the skill not be used. See your trainer for specifics when you reach Thought Shielding (25).
Thought Projection.
Class: Enchanter only.
Level—not applicable.
Developing your inner senses has further developed your psychic powers. Thought Projection can be tricky. Make sure you never use it in anger, or the results might be surprising. With constant use your skills will increase, while the opposite will occur should the skill not be used. See your trainer for specifics when you reach Thought Projection (25).
Mind Bolt.
This ability allows you to cast a spear of mental anguish into the depths of an opponent’s brain.
Effects: Opponents will be unable to concentrate enough to use spells or abilities for four seconds. This time increases as the caster’s level does.
Cost: Requires Mental Acuity to be at 18.
Caution: Use sparingly. Backlash from overuse, or improper use can cause the same effect in the caster...or worse.
Phase Shift
This ability allows you to negatively affect your opponent’s mind. Believing they are a second or two apart from reality, they will reside there for up to 15 seconds.
Effect: Target’s mind is encased in a phase of illusion. The target will be convinced they’ve shifted to a different time pocket, and thus are incapable of moving. This effect begins at 15 seconds duration, and levels with the caster through to a maximum of 90 seconds.
Cost: Requires MA to be at 38—for larger castings, the cost will double.
Caution: Phase shift may be utilized on single or multiple targets at once. Weigh the amount of targets carefully, else it backfire and shift you. Sometimes the shift in time can cause ruptures near the caster. Make sure the voices you’re hearing are your own.
Forestall Death
If applied before potential death takes place, this will enable you to maintain your health at 0.5 hit points as long as you are receiving some sort of healing effect.
Effect: Target is able to ward off death for a limited period of time and will not die when they should have, as long as heals are actively channeled in their direction.
Cost: Requires Mental Acuity to be at 60
Caution: This spell can only be used on one person at a time. Attempting to use it twice at once is not recommended. This will usually result in things worse than death.
Clone Warp
This ability allows you to produce a clone of yourself used for distracting your opponent. Depending on your tier of mastery, you may be able to produce more than one clone.
Effect: All enemies around you will believe that your clone is you for the next 45 seconds, directing their attacks accordingly. The ability expires when the 45 seconds are up, or else, the clone’s minor hit point pool has been depleted, whichever comes first.
Cost: Requires Mental Acuity to be at 45 or more
Caution: This ability can be used on as many enemies that you have who can potentially see it. Keep in mind though, a clone is just like you. Make sure you remember who the real one is.
Charming Cooperation
This ability allows you to use your charisma and your mental acuity to persuade monsters, animals, and sometimes even beings to join your cause.
Effects: When using thought projections to make sure your target understands the charming process, before you activate this type of charm. They will work together as allies instead of coerced foes. You may release them whenever you or they request it.
Cost: Requires MA to be at 35 for each ally. Diminishes current total MA for the duration of the cooperation.
Caution: You can use this on multiple targets. But each ally costs, and you can never utilize Charming cooperation on more mobs than is equal to 20% of your level. Also, don’t try to charm raid bosses. Even small ones. Like... just don’t even attempt that shit.
Mental Acuity (MA) Level Three (3)
Mind Wipe
This ability allows you to reduce your targets threat for you or whoever is at the top of their agro list
Effects: Change aggression list, or make the opponent forget their tasks for a few seconds. Range and duration may be increased as the caster levels.
Cost: Requires MA to be at 55
Caution: This spell can increase in both range and severity. From a single target, to a full raid—it’s all possible. Just remember someone else needs to take that agro, or else you’ll be the main target.
Shield Expansion
This ability allows you to extend your individual mental shielding against mental or magical attacks over others.
Effect: If attacked with magic (mind or spell), this shield will protect those under it from damage or effects
Cost: Requires 10MA per person covered
Kinetic Strand - Psionicist
Forcefield Barrier
This is the first in your kinetic line of spells. Once triggered by luck, you can now activate it at will. It allows you to form a bubble of mental energy and transform it into a tangible forcefield.
Effects: This can prevent some physical damage. The damage amount depends on the strength of will and caster behind the barrier. Size is increased by MA level and usage
Cost: This shield requires your MA to be at 60, but will not use MA to cast as it is a kinetic ability.
&nb
sp; Caution: This spell can create a backlash when used too much. Do not use it as a crutch.
Base Kinetic Structure
In order to take advantage of your ability to turn thoughts into weapons, you must reinforce the skills that ground all of your telepathic and telekinetic abilities.
Effect: This ability allows you to strengthen the base of all three arms of psionics. Thought Shielding will eventually physically repel an attack. Thought Sensing can break through others’ shields to reveal what is hidden. Thought Projection can lend solidity to the induced hallucinations managed once skill level 250 is passed.
Cost: This is a passive skill and will begin working to bolster your abilities as soon as you absorb it.
Caution: Do not presume to know how this passive ability works. You will need to test this out. The difference for these abilities between telepathy and telekinesis is very fine. What this ability does is allow your kinetic field to grow at the same rate as your telepathy. What it does not do is make you infallible. Always remember that if you’re not sure, you can do more damage than you think. Not only to yourself, but to those you target.
Mental Acuity (MA) Level Four (4)
Forcefield Push
Once used wildly, you can now activate this at will. This will form a bubble of force projecting directly outwards from you in an arc and push anything in its path out of your way. Having this ability directly available will now allow you to develop some measure of control.
Effects: This will cause some physical and mental damage to any opponent caught in the range of the push. The amount of damage inflicted depends on the level and strength of will behind the push. Damage is increased by MA level and usage.
Cost: This push requires that you have MA at eighty, but will not use MA to cast, as it is a kinetic ability. Can only be used once every five minutes.
Caution. This spell can create a mind backlash if over-utilized. Make sure those in your path are not allies, as this ability does not discriminate between friend and foe.