The following hour and a half went by like it was nothing, and after continuously grinding away at my research, I finally had it all figured out.
"Ohh, I finally did it!" I yelled in excitement with a newly crafted stealth pack sitting right atop the workbench in front of me.
Jumping for joy practically, I savored the high for a dozen seconds or so before I came back to reality.
Thank god for | Tech Junkie | giving me a comprehensive and immediate understanding of any technology I touch. If it wasn't for that perk combined with my research related perks and the heavy lifting my high intelligence attribute does, I have no doubt it would've taken me a hell of a lot longer to reverse engineer this advanced piece of tech… Probably years in fact.
Frankly, without this system, there's no way I would've reached anywhere near this level unless I put in decades of effort and had numerous stars align throughout my wasteland journey. And that would've only put me where I'm at now potentially and not anywhere close to being on the Zetans' level like I want to be.
If I'm being realistic, I'm sure I would've bitten off way more than I could've chewed before I was anywhere close to becoming a meaningful threat to them. So once again, thank God or whatever entity that granted me this system and the plethora of perks and other benefits it has provided me thus far.
Nevertheless, I do wish | Tech Junkie | provided a more complete understanding because right now it doesn't give me any information on how to produce the tech I've touched nor much in the way of the information that is required to truly understand how it all works and goes together. Due to that, I had to spend a ton of time researching those missing parts just so I could piece it all together and arrive where I'm at now with a complete picture. But I suppose it's a hell of a lot better than starting with nothing and having to figure out absolutely everything on my own without a single solitary thing to go off of.
I spent a handful seconds more basking in my accomplishment before considering what I wanted to do with the remaining half an hour.
Although I've just figured out how to reproduce stealth pack tech, I'm still unable to do the same with the MKII variant since it's of a more advanced level, so I could start making headway on that with the short bit I have left. On the other hand, there's no way I'm going to make any sort of significant progress with only half an hour, thus I'd probably be better off focusing on something easier for the time being.
Hmm, I was thinking about my lack of fast transportation for my forces not that many hours ago, so why don't I design an actual transporter for them that can actually get my troops where I need them quickly and efficiently? I mean, the Buffalos are capable of moving a ton of shit, but they're not really designed for speed, nor for my current forces, and definitely not my future ones. I plan on employing power-armored soldiers en masse, so something that can zoom around the wasteland whilst carrying 1 or 2 squads of troops equipped with heavy weapons and even heavier armor would be ideal.
[ Ding! ]
[ New Task Gained ]
✩ | 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.
Well, I guess that settles it. I'll work on designing a speedy armored personnel carrier.
With the matter settled, I got to work on this newest task and began eagerly drawing up the design. I already had a decent base to work from with my Wolverine design, so I took that as my foundation and started brainstorming and building off of it.
The Wolverine already had a nice suite of features, but since this unit is going to be much larger, it can afford to accommodate much, much more. As for what I have in mind, I believe an onboard surgical table along with the relevant equipment and tools, that can fold away when not in use would be invaluable to keeping my troops alive, so let's add that... The Wolverine also didn't have a ton of space for extra munitions and weaponry, and I would like my guys to be able to employ both anti-infantry weaponry, anti-vehicle, and anti-air ones simultaneously, so that can get implemented as well.
What else does it need...
As a portion of my thought processes were continuing to come up with various ideas and features I wanted implemented in its design, I started looking into how large of a vehicle I needed this beast to be.
It needs to be able to carry at least 20 power armor equipped soldiers and have plenty of space for them to move around within in case of emergencies. So it's going to need to be at least twice the length of the Wolverine and quite a bit wider to fit these beefcakes, not to mention the additional features I want to add... This is going to be one hell of a massive vehicle.
Following that thought of mine, I kept grinding away at this design and soon enough I had a fully completed monstrosity sitting in front of me. What was displayed on the monitor was a monster of an armored personnel carrier armed with more than twice the armaments of the Wolverine and fully capable of carrying two power armor squads down a two-lane street or wherever they wished to go off-road, minus deep water that would submerge it for an extended period.
If I had access to hover tech, I'm sure I could've really gone out of control and done more with this design, but at least I was able to eek out a max speed of 65 miles per hour with just tank tracks, though that's mainly thanks to the dual fusion breeder power plants I implemented and the multiple heavy duty motors... Well, there's no use in thinking about this any further because I won't be able to get my hands on something like that till I reach Vegas, so this will have to suffice for now.
Although somewhat bummed that I couldn't have a massive hovercraft capable of traversing over just about every terrain imaginable, I was nevertheless quite happy with the result of my efforts. So I remained in high spirits and sent this monstrosity off to the vehicle manufacturing line so they could get busy building my newest creation.
It's going to be a big project for them, but they should have it rolling off the line by the end of the day or even by the time I get back from Fort Kern... Now that I'm on the topic of Fort Kern and had some further time to stew on things, I think I'm going to move my quest turn in and mass level up to now, so nothing goes wrong on the raid.
I'm pretty sure my current abilities are adequate enough for this outing, but anything can go wrong when venturing through this savage, fucked-up world. Hence, I'd rather forgo the few extra skill points I would've collected from holding off to massively improve my ability to protect Alice, Rei, and Mary.
I mean, I can't really afford to leave that extra power on the table when there is still a chance for shit to go sideways, though the likelihood of that happening is remote at best. But it's not zero, so...
Having made up my mind to cash in the gains and rewards I'd been accumulating and sitting on for quite a while now, I brought up my system and navigated to the status section and then the quest section to get a good look at things.
[ Level Ups Pending: 95 ]
[ Do you wish to level up? ]
[ Yes ] - [ No ]
…
Yeah, it's kind of ridiculous to let my level ups go unspent any longer when this will bring me unimaginable gains and allow me to progress that much faster. Now do I want to turn in my quests or wait until I've gone through this first power up… Well if I hold off I will gain a shit load more exp from the intelligence benefits | High Human | and my mage class bring, so that's hands down my best move.
Mm, there really isn't any reason to cash them in, so I'll hold off for the minute and go through my first mass level up… I wonder if I'll get anything special for breaching level 100 like I did with level 50.
Anticipating the rewards I would receive here shortly from both my level ups and my quest turn ins, I didn't delay any longer and initiated my long overdue power up.
As soon as I pulled the trigger, the perk screen that I hadn't seen in a number of days popped up and showed all the old perks I'd yet to take plus many more new ones.
[ Perks ]
Perk Points Left: 285
Level 2 Perks
| Growth Rank 31 | (Ranks Unlimited) Requirements Level 2: Gain 1 attribute point that you can distribute freely.
Level 36 Perks
| Great Sword Preference | Requirements Level 36, Strength 10, Heavy Weapons 40: Your preference for using heavy melee weapons has unlocked the ability to exert your carry weight behind your swings as well as increasing your damage output when using weapons of this type by 25%.
| Lead Foot | Requirements Level 36, Endurance 7, Strength 7: Any vehicle that you are in can go 25% faster and any damage you inflict with your legs and feet is now increased by 25% as well.
Level 38 Perks
| Auto Loader | Requirements Level 38, Herculean Strength: Any weapons you store in your item box are reloaded after a certain period. However, for this ability to function you are required to have the ammo stored in your item box.
| Death From Above | Requirements Level 38, Ballistic Weapons 75, Energy Weapons 75: +50% More damage dealt when dealing damage above a target.
Level 40 Perks
| Healer | Requirements Level 40, Intelligence 8, Medicine 85: +25% More effective healing.
| Tech Scav | Requirements Level 40: When salvaging robots and other electronics and technology, you have a very high likelihood of looting mostly intact components.
Level 42 Perks
| Combat Medic | Requirements Level 42, Medicine 35: The speed at which you do anything medical-related is increased by 20%.
| Leave Nothing Behind | Requirements Level 42, Strength 6, Endurance 6: +1,000 to carry weight.
| Terminator | Requirements Level 42: Gain the ability to seamlessly drive and shoot accurately at the same time.
Level 44 Perks
| Gatling Gun Specialist | Level 44, Strength 10, Ballistic Weapons 80, Energy Weapons 80: All gatling-style weapons gain a +25% damage increase and can no longer overheat.
| Travel Heavy | Requirements Level 44, Survival 90: While wearing heavy armor, your movement speed is increased by 15% and your DT is raised by 3.
Level 46 Perks
| Flame Resistant | Requirements Level 46, Endurance 8: +25 Fire resistance.
| Venom Resistance | Requirements Level 46, Endurance 5: +25 poison resistance.
Level 48 Perks
| Ice Resistant | Requirements Level 48, Endurance 8: +25 Ice resistance.
| Leapfrog | Requirements Level 48, Agility 10: Your jump height is doubled and you gain the ability to double jump somehow.
Level 50 Perks
| Back From The Dead | Requirements Level 50: +10 Health per 100 kills, +50% damage, and immunity to critical hits. Also, you can come back from the dead once, though it will not work if you died from old age.
| Weight Management | Level 50, Strength 10: You've unlocked the unique ability to manage your weight and what effects you wish it to have on your surroundings whether that is lowering your weight and your equipped items so you're as light as a feather when you don't wish for your weight to disturb your surroundings or increasing your weight to the max to crush and destroy. You are limited to making yourself as light as a single feather or as heavy as your max carry weight and the weight you have control over can be applied and focused over your entire body, items, or just a specific body part such as your right leg.
Level 52 Perks
| Diplomat | Requirements Level 52, Charisma 8, Trade 80, Speech 80: Gain the knack and the know-how to talk, deal, and handle different factions, countries, empires, and other such entities in a peaceful and diplomatic manner. Whatever entity you deal with in the future will have a better first impression of you, and you will have a somewhat easier time managing relations with them.
| Pack Mule | (Ranks 10) Requirements Level 52, Endurance 8, Strength 8: +1,000 carry weight and your affinity with pack animals will improve.
| Throwing Weapon Master | Requirements Level 52, Melee Weapons 100: You've mastered throwing weapons and have learned how to perform all sorts of feats with them. +50% damage to all thrown weapons, +100% to throwing range, and you will now have a much easier time getting whatever weapon you've thrown to land or strike exactly where you want it to.
| Walking Drugstore | Requirements Level 52, Medicine 95: All medical-related items will have their weight reduced by 90%. [ Additional Information ] Carry weight reductions can not exceed a reduction of 90%.
Level 54 Perks
| Distortion | Requirements Level 54: Appear distorted on any devices trying to spy on you no matter their nature.
| Radiation Resistant | Requirements Level 54, Endurance 10: +25 Radiation resistance.
| Space Traveler | Requirements Level 54, Explorer: Gain 10 attribute points that you can freely distribute whenever you step foot on a new planet and enter a new solar system.
| Vampire | Requirements Level 54: Become even harder to kill. 5% of all damage you deal after DT and DR will be returned as health to you. Additionally, gain +5% to all damage you deal.
Level 56 Perks
| Black Mamba | Requirements Level 56: All your attacks will now cause poison damage at 3% of your total damage output each second for 5 seconds, and all of your poison-based attacks deal 10% more damage. [ Additional Information ] This ability can be toggled, and the poison damage will only apply if you can penetrate the target's DT.
| Bloodletter | Requirements Level 56: All your attacks will now cause bleeding damage at 3% of your total damage output each second for 5 seconds, and all of your bleeding-related attacks now deal an additional 10% more damage. [ Additional Information ] This ability can be toggled, and the bleed damage will only apply if you can penetrate the target's DT.
| Burn It With Fire | Requirements Level 56: All your attacks will now cause fire damage at 3% of your total damage output each second for 5 seconds, and all your heat and fire-based attacks deal 10% more damage. [ Additional Information ] This ability can be toggled.
| Sub Zero | Requirements Level 56: All your attacks will now cause freezing damage at 3% of your total damage output each second for 5 seconds, and +10% damage to all cryo and freezing-based attacks. [ Additional Information ] This ability can be toggled, and if there is enough buildup of freezing damage, the target can be frozen solid.
Level 58 Perks
| Armada | Requirements Level 58, Intelligence 10, Perception 10: This perk will immediately grant you the knowledge and experience required to manage and operate an armada, whether that be a normal seafaring one or a space-faring one. +30% to armada's overall damage output, armor, shields, power efficiency, and maximum speed.
| Mediator | Requirements Level 58, Charisma 7, Speech 50: +25 Speech and gain a gift for negotiation.
| Photosynthesis | Requirements Level 58, Endurance 8: Your body will gain the ability to produce nutrients and satiate itself by absorbing light. +1 Endurance and +5 health regeneration per minute.
| 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
| Camel | Requirements Level 60: Your body is now able to store four times the amount of water it could before without any change to you physically, making it so you don't have to drink as often to prevent yourself from becoming dehydrated.
| Enhanced Perception | Requirements Level 60, Perception 10: All your perception-related abilities are now twice as strong and effective. Also, your Perception attribute will be improved by 25% and any improvement to this attribute will receive the same benefit.
| 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.
| Strategist | Requirements Level 60, Intelligence 10: You will now have the ability to know how to make the best use of the resources at your disposal. Going along with that, you'll also gain knowledge of all sorts of different strategies that the human race has come up with and how to apply those strategies at a ludicrous speed and efficiency.
Level 62 Perks
| Jack Of All Trades | Requirements Level 62: +10 to all skills.
| Power Armor Modder | Requirements Level 62, Repair 250, Science 250: You've gained the ability to apply 5 attribute points of your choosing to any power armor. +10% to power armor durability. [ Additional Information ] This effect can also be applied to your personal designs.
| Water Collector | Requirements Level 62: Acquire the ability to passively absorb moisture from the air to rehydrate your body. Also, this ability is affected by humidity levels and the environment you are currently in.
| Well Insulated | (Ranks Unlimited) Requirements Level 62, Endurance 8: Your body will become more resistant to varying weather conditions, +10 to maximum comfortable temperature, -1 to minimum comfortable temperature, +1 to Endurance, and +1 to fire and ice resistance.
Level 64 Perks
| Corrosion Resistance | Requirements Level 64, Endurance 8: +25 Corrosion resistance.
| Grounded | Requirements Level 64, Endurance 6: +25 Lightning resistance.
| Rabbit's Feet | Requirements Level 64, Agility 9, Luck 9: Your feet now have the attributes of rabbit's feet. +7 Luck and your jump height is doubled.
| Target Acquired | Requirements Level 64, Perception 7: Obtain the ability to mark someone or something as a target and be able to track their whereabouts at all times no matter what. The number of targets you can track will increase by 1 for every 10 Perception you have, and the targets can only be marked when you have vision of them.
Level 66 Perks
| Beast Master | Requirements Level 66, Charisma 10, Strength 10: Your ability to tame beasts will be improved significantly, along with your ability to train them. +50% to all of your tamed beasts' damage output.
| Dense Muscles | (Ranks 10) Requirements Level 66, Endurance 10, Strength 10: Your muscles will increase in density by 10% and how much force you can exert as well as your carry weight will increase by just as much.
| Iron Will | Requirements Level 66: Your mind is strong and your will unbreakable. Your willpower will become so strong that you'll be able to resist mind-altering and controlling abilities with ease, along with other such things that will put your willpower to the test. On top of that, you'll now be able to use your willpower to shield others from said effects and disable them if they're being influenced. Lastly, you'll be able to feel if someone is under the control of someone else. +100% to mind and +300% to willpower.
| Meat Head | Requirements Level 66: Your head can now take twice the amount of damage.
Level 68 Perks
| Butcher | Requirements Level 68: You can now disassemble corpses twice as fast as you were able to before and if or when you have the Slaughterer perk taking this perk will boost that perks effects by a factor of 2 and the more corpses you disassemble the stronger that aura will become, so go wild.
| Immovable Obstacle | Requirements Level 68, Strength 10, Endurance 10: +10 DT and cannot be knocked down unless you wish to be.
| Sonar | Requirements Level 68, Perception 7: When in water, you can now map out a 1-mile area around you, and you'll be able to detect anything that enters this 1-mile area.
| Tree Hugger | Requirements Level 68, Charisma 6: Gain an affinity with plants and the gift to communicate with them. Also, when you're in forested areas, the amount of damage you can deal will increase by 10%.
Level 70 Perks
| Charismatic Aura | Requirements Level 70, Charisma 10: They say not to judge a book by its cover, but everyone does, so this should help with that. First impressions of you are significantly improved, and the aura you give off makes you more likable, thereby increasing most beings' fondness of you. In addition to that, your attractiveness will undergo another upgrade, and your Charisma attribute will be improved by 25% and any increases to this stat will receive the same benefit.
| Electrocutioner | (Ranks 5) Requirements Level 70: Electrical and lighting-based attacks deal 20% more damage.
| Flameboyant | (Ranks 5) Requirements Level 70: Fire and heat-based attacks deal 20% more damage.
| Mind Over Matter | Requirements Level 70: Your mind and willpower will become twice as strong upon taking this perk. +100% to mindpower and willpower.
Level 72 Perks
| Berserker | Requirements Level 72: The longer you're in combat, the stronger you become. +5% to all parameters when entering combat and +1% to all parameters for every minute that passes while in combat. This ability will only trigger when in actual combat and cannot be cheesed or exploited before actual combat.
| Hand Cannon | Requirements Level 72, Ballistic Weapons 80: All revolvers deal an additional 30% more damage and have a 50-50 chance of causing 50 explosive damage on hit, but if the shot hits the head, then it's guaranteed to proc.
| Muscle Connection | Requirements Level 72, Perception 8, Strength 8: Obtain a much better mind-muscle connection and a 25% boost to reaction speed.
| Uber Critical | Requirements Level 72, Luck 10: +50% Critical damage.
Level 74 Perks
| Explosive Rounds | Requirements Level 74: All your ranged weapon attacks excluding thrown weapons will cause 20% more damage as explosive damage, and this ability can be toggled. [ Warning! ] Extreme caution is advised when using this ability.
| Radioactive | Requirements Level 74: All your attacks will now cause gamma radiation damage at 3% of your total damage output each second for 5 seconds, and all radiation-based attacks deal 10% more damage. This ability can be toggled, and the radiation damage will only apply if you can penetrate the target's radiation resistance.
| Shock Wave | Requirements Level 74, Endurance 10: When your health drops to 50% or below, you will emit a damaging shockwave that will target only hostiles and knock them back. The shockwave has a range of 30 meters and damage of 300, which can penetrate most resistances. This ability can only occur again once your health has returned above 50%.
| Venomous | (Ranks 5) Requirements Level 74: Your poison and venom-based attacks now inflict an additional 20% damage.
Level 76 Perks
| All For One | Requirements Level 76, Leadership 100: All kills collected by your companions and forces are considered as if you collected them yourself.
| Bob The Builder | (Ranks 10) Requirements Level 76, Repair 75, Science 65: All construction-related projects are now able to be completed 10% faster.
| Crawler | Requirements Level 76, Agility 5: +25% Crawling and prone movement speed.
| Parkour | Requirements Level 76, Agility 8: Acquire the knowledge and ability to perform all kinds of athletic feats. +10% to movement speed and +100% to jump height.
Level 78 Perks
| Conduit | Requirements Level 78: Obtain an affinity with lightning. +25% to all electrical and lightning-based attacks and when receiving damage from said type, negate 25% of the damage and regenerate it as health instantly.
| Disease Immunity | (Ranks 10) Requirements Level 78, Endurance 5, Medicine 100: A strong and healthy body is all you need. Your body's ability to fight against diseases and illnesses will be improved, and improved even further with every increase in rank of this perk. At rank 10, your body will gain full immunity against all diseases and illnesses.
| Farmer Joe | (Ranks 5) Requirements Level 78: Your farming yields have improved somehow, +20% to all crop yields and -10% to the required growth time.
| Health Factor | Requirements Level 78, Endurance 8: +100% Health regeneration.
Level 80 Perks
| Brainiac | Requirements Level 80, Intelligence 10: +50% Skill gain speed, +50% skill points gained per level up, and your Intelligence attribute will be improved by 25% and any increases to this stat from here on out will receive the same benefit.
| Cold Front | (Ranks 5) Requirements Level 80: Cold and freezing-based attacks deal 20% more damage.
| Fertile | Requirements Level 80: Your seed will become more fertile and is more likely to make someone of the opposite sex pregnant. To go along with that, you'll also gain the ability to control the fertility of your seed if you don't want it to make a member of the opposite sex pregnant.
| Nuclear Physicist | (Ranks 5) Requirements Level 80, Intelligence 10, Energy Weapon 100, Science 100: All things nuclear that you use or own are now 20% percent better in all parameters.
Level 82 Perks
| Brick Shit House | Requirements Level 82, Endurance 15, Strength 15: Your physique has improved and your strength has gone up in spades. This affords you new power, +1,000 carry weight, +10 DT, +2 Endurance, and +2 Strength.
| Crash Landing | Requirements Level 82, Endurance 100: You can now negate 100% of fall damage as long as your landing kills something and +500% damage dealt to whatever poor bastard you land on.
| Matrix | Requirements Level 82, 1,000 Health: Acquire the ability to increase all your parameters by 3 times for 10 seconds at the cost of 100 health and a not-so-mild amount of pain that will last until your health refills back up to 100%.
| Part Cat | Requirements Level 82, Agility 7: You always land the way you intended whether that's upright on your feet like a cat or on your ass, but you always land the way you intended.
Level 84 Perks
| Bestower of Knowledge | Requirements Level 84, Intelligence 10: Have you ever wanted to give someone all the answers they're seeking? Well, now you can. Obtain the super useful ability to bestow your knowledge onto others by placing your hand on their head. You have full control over what you wish to transfer, however it is recommended that you use caution when using this ability since you have the ability to overload the target's brain if they can't support the amount of information you're trying to transfer to them. If that happens, there's a not so small possibility that they'll be brain dead.
| Gifted In All Areas | Requirements Level 84, Another Skill Talent: Master it all. All skill talents will be unlocked for all skills, including any new skills unlocked in the future.
| Hibernation | Requirements Level 84: Hibernation is now possible, and it will reduce energy and hydration expenditure whilst you sleep through the winter months. Also, while you're in hibernation, if you detect any threats and are waking up to handle them, you will gain a damage boost of 100% for a period of 5 minutes to deal with those pesky assholes.
| Wastelander | Requirements Level 84, Perception 7: You've become accustomed to the wasteland environment, so you have the ability to notice when something isn't quite right. +3 Perception when walking through a wasteland.
Level 86 Perks
| Boom Headshot! | Requirements Level 86: +30% Headshot damage.
| Charm | Requirements Level 86, Charisma 9: Develop an innate charm that draws people's attention to you, and your attractiveness in the eyes of others is raised. This ability will not affect your stealth abilities and is controlled with your will.
| Frontliner | Requirements Level 86: When you stand at the frontline of a fight, your DT is increased by 10% and your damage output is increased by just as much.
| Solo | Requirements Level 86: When you're venturing solo, gain 25% more experience and take 10% less damage from all sources.
Level 88 Perks
| Crushing Blow | Requirements Level 88, Strength 7, Heavy Weapons 70: You can now perform a special move with heavy melee weapons that will deal 250% damage, plus a 25% chance to inflict an additional 100% damage on top of it. [ Warning! ] Performing this move has an increased stamina cost compared to swinging your weapon normally, so be mindful of that.
| Death Grip | Requirements Level 88, Strength 10: Your grip strength is doubled and +2 Strength.
| Marathoner | Requirements Level 88, Agility 8, Endurance 8: You enjoy long-distance running. +10% Movement speed, +100% stamina, and +20% stamina regeneration.
| Researcher | Requirements Level 88, 10 Intelligence, Science 100: Your ability to discover breakthroughs in your research is increased by 25% as well as the speed at which you perform your research.
Level 90 Perks
| Alpha Predator | Requirements Level 90: You can feel where the strongest beasts are hiding when they're nearby. +1 Perception.
| Demolitionist | (Ranks 5) Requirements Level 90, Explosives 95: +20% Explosive damage and explosive projectile speed.
| High Regeneration | Requirements Level 90, Regeneration, Endurance 10: Your regeneration ability has increased in strength, thus you've been granted the ability to regenerate parts of your head... As long as your brain hasn't been completely destroyed. +500% Health regeneration, +10 health regeneration, and +2 Endurance.
| Speed Demon | Requirements level 90, Agility 10: Speed is king and you know it. Your movement speed is doubled from here on out along with your jump height. On top of that, your Agility attribute will be improved by 25% and any increases to this attribute will receive the same effect, making it far easier to increase going forward.
Level 92 Perks
| Assault Rifle Mastery | (Ranks 5) Requirements Level 92, Ballistic Weapons 95: Your mastery of assault has improved your damage by 20% when using assault rifles.
| High Caliber | (Ranks 5) Requirements Level 92, Ballistic Weapons 100: The bigger the bullet, the bigger the damage. +20% to damage when using high-caliber weapons that are equivalent to .50 cal or larger.
| Human Foundry | Requirements Level 92, Human Smelter: Acquire the ability to process metal into an actual product as if it came from a major foundry.
| Pack Leader | Requirements Level 92: When you are leading your forces, all those under your command gain a +15% increase in total damage output, including yourself.
Level 94 Perks
| Air Superiority | Requirements Level 94: All aerial units deal 25% more damage and are 20% faster.
| Economist | Requirement Level 94, Trade 85: Your businesses will produce 10% more value somehow, and this new bonus percentage will somehow get to you, whether that be as a direct transfer to your inventory or some other way.
| Gun Bash | Requirements Level 94, Ballistic Weapons 50: Whenever you bash anything with your gun, you will now deal 50% more damage.
| Heavy Armament Doctrine | Requirements Level 94, Heavy Weapons 95: All of your heavy armaments and those under your command now do 20% more damage and are 25% more durable.
Level 96 Perks
| Breakout | Requirements Level 96: Nothing can keep you locked down... At least not for long. Gain the ability to break out of any holds once per day, no matter how strong they may seem.
| Laser Weapon Mastery | (Ranks 5) Requirements Level 96, Energy Weapons 100: +20% Laser weapon damage.
| Plasma Weapon Mastery | (Ranks 5) Requirements Level 96, Energy Weapons 100: +20% Plasma weapon damage.
| Shielded | Requirements Level 96: Obtain the ability to project an energy shield around your body that will last 5 minutes and has a DT of 1,000. No attacks are able to go in or out unless they are able to pierce the shield's DT, and the shield can be turned off early and whenever the user wishes. This ability has an hour-long cooldown period after use, but this cooldown period will be reduced by 1 minute for every 10 points of Endurance you possess. And at 600 Endurance, it can be called upon by you however you wish and with no restriction.
Level 98 Perks
| Body Builder | Requirements Level 98, Endurance 10, Strength 10: Unlock the ability to condense your muscles, so you can make room to pack on even more muscle. +100% Body weight, +3 Strength, and +3 Endurance.
| Electrical Capacitor | Requirements Level 98, Endurance 8: The electric eel is no longer the only creature that can freely abuse electricity; you can too. Gain the ability to store electrical energy within your body, which you can now use in all sorts of ways... Though you'll have to discover those on your own.
| Genius | Requirements Level 98, Intelligence 10: You're a qualified genius now, so you learn things twice as fast as you did before. +5 skill points per level up from this point on.
| Hit Man | Requirements Level 98: The price for spilt blood is cheap. Conjure a tireless, trained bounty hunter assassin robot that you can use to take out one target of your choosing at the cost of $10,000 or something of equivalent value and once the target has been taken out, the robot will self-destruct. The hunter's success isn't completely guaranteed, so in the unlikely event that it's unable to reach its target or fails at taking out said target, all funds or items put up for the assassination mission will be returned in full. [ Additional information ] Only 10 robots may be conjured at one time, and they will only last up to one month's time.
Level 100 Perks
| Body Refiner | Requirements Level 100, Strength 10, Perception 10, Endurance 10, Intelligence 10, Agility 10: There is no gain without pain and lots of it. Learn a long-forgotten set of techniques that no longer exists within this world or any other that will teach you how to refine your body and increase your physical parameters limitlessly.
| Power Armor Engineer | Requirements Level 100, Power Armor Modder, Intelligence 10, Repair 500, Science 500: Any power armor you create or modify is twice as strong and durable as it should be normally. In addition to that, you'll also gain the ability to apply 10 attribute points to any suit of power armor. [ Additional Information ] This effect can also be applied to your personal designs from the get-go and is also retroactive if you so wish it to be.
| Prosperity | Requirements Level 100, Luck 10: Your luck can now be improved by coming out on top via luck-related events instead of it remaining inherent like it was, and that's not all, your Luck attribute will be improved by 25% and any increases to this stat will receive the same benefit.
| Xeno Tech | (Ranks 5) Requirements Level 100, Intelligence 10, Science 100: +20% Alien weapon damage.
Level 102 Perks
| Bleed Resistance | Requirements Level 102, Endurance 11: +25 Bleed resistance.
| Miner Sixty Niner | (Ranks 5) Requirements Level 102: All mining associated with you or your forces is done 20% faster.
| Mr. Banks | Requirements Level 102, Trade 120: You can now carry all your money weightlessly, and it will show up in your item box in its own category under currency.
| Strong Man | Requirements Level 102, Strength 15: +1,000 Carry weight and +5 Strength.
Level 104 Perks
| Cleanse | Requirements Level 104: Your body will always be clean, will have a pleasant smell, and will be able to purge harmful substances from your body.
| Hemorrhage | (Ranks 5) Requirements Level 104: +20% bleeding damage.
| Mass Fabricator | (Ranks 10) Requirements Level 104, Intelligence 20, Science 200: All energy going towards resource creation is now 10% more efficient and requires 5% less energy to produce whatever resource you are making or attempting to make.
| More Power! | (Ranks 5) Requirements Level 104, Intelligence 20, Science 200: All energy and power production is increased by 20%.
Level 106 Perks
| Lightning Rod | Requirements Level 106, Endurance 50: Use your body and melee weapons as a means to produce a powerful lightning strike, that deals 250% of your damage potential as lightning damage. Adding on to that, all of your melee attacks will now deal an additional 100% damage as lightning damage. This also affects thrown weapons, and all weapons connected to you. [ Additional Information ] This ability can be controlled at will.
| Next Generation | Requirements Level 106, Endurance 23: When you have a baby with another, that new offspring of yours will inherit some of your abilities, and they will be integrated into the system. Though theirs will be much simpler and will only allow them to train their attributes and increase them via | Growth | when they level up. And that's not all, you will also be able to see all of your descendants' statuses at all times and when your children have children of their own, they too will have the same simple systems as their parents and all future descendants beyond that point will have their own as well.
| Sixth Sense | Requirements Level 106, Perception 15: Unlock your sixth sense. You will now be able to feel if you're making the right decision for most situations. You won't know it immediately, but this will help you in so many ways, such as going down the right path in your research, discovering hidden opportunities that would've been missed normally, and when danger is fast approaching.
| Space Voyager | (Ranks 10) Requirements Level 106: The longer you are traveling through space, the faster your spaceship will travel, so for every day spent traveling your spaceship's speed is increased by 0.1%. This speed boost is kept permanently and will be applied to whatever spaceship you are currently aboard. [ Additional Information ] The provided speed boost can be controlled at will, and if you take all 10 ranks of this perk, you will unlock a powerful effect.
Level 108 Perks
| Better Blood | (Ranks 2) Requirements Level 108, Endurance 14: Your blood carries more oxygen and nutrients in it, thereby increasing your stamina, stamina regeneration, and muscle repair and growth by a staggering 50%.
| Hit And Run | Requirements Level 108, Intelligence 12: Acquire expertise in using hit-and-run tactics, and when you or your forces are using such tactics gain a 15% bonus to armor, damage, health, shields, and speed.
| K.O. Immune | Requirements Level 108, Bone Head, Endurance 18: You're now immune to being knocked out.
| Stalker | Requirements Level 108, Agility 21, Stealth 180: Your ability to stealthily follow someone or something is significantly improved, and when you attack said person or said thing your damage is improved by 200%. The target must be unaware of your presence even while you are performing the attack for the bonus damage to apply.
Level 110 Perks
| Batman | Requirements Level 110, Perception 13: Gain the ability to passively emit an undetectable sound that will map out an area 100 meters around you and the size of the area being mapped will increase by 10 meters for every point of Perception you have.
| Empire Builder | Requirements Level 110, Intelligence 29, Charisma 25: The development speed of your empire is 10% faster, and when you're working on projects of an enormous and grand scale, they are constructed 25% faster.
| Flame Burst | Requirements Level 110: Obtain the ability to perform a special flame-based attack that does 130% fire damage with any of your normal attacks, whether they are melee or ranged or possibly something else. [ Additional Information ] This ability uses stamina, and the 130% damage is dependent on how much damage you are dealing, so if you deal 100 damage, you will deal 100 normal damage + 130 fire damage + other bonuses to whatever you are attacking.
| Shield Buster | Requirements Level 110, Ballistic Weapons 250, Energy Weapons 250: You and your forces do 50% more damage against shields whether they are physical, energy, or something else entirely.
Level 112 Perks
| Flame Retardant | Requirements Level 112, Endurance 27, Flame Resistant: +50 Fire resistance.
| King Of The Jungle | Requirements Level 112: Each time you tame or kill the top dog of an area, you gain 1 attribute point to freely distribute.
| Metavore | Requirements Level 112, Endurance 14: You're on a see food diet, lucky you. You are now able to eat whatever you want, no matter how unhealthy it is, since your body can now turn whatever food or drink you put down your throat into the nutrients it needs most.
| Skull Cracker | Requirements Level 112, Strength 35: You do 50% more damage to heads.
Level 114 Perks
| Aged Well | Requirements Level 114: +1% Experience gain for every year that you've been alive.
| Bronze Physique | Requirements Level 114, Endurance 50: +10% Health and +20 DT.
| Hidden Weapon Expert | Requirements Level 114, Agility 23, Stealth 165: Acquire mastery and expertise in using hidden weapons. Deal 50% more damage when using hidden weapons, and if you surprise attack someone while using hidden weapons, deal a further 50% more damage.
| Hyperfocus | Requirements Level 114: Your ability to focus on what you desire will be improved drastically. +100% to your productivity, +10% to vision, and +10% to accuracy.
Level 116 Perks
| Gotta Tame Em All | Requirements Level 116: For each new creature tamed, you gain 1 skill point to distribute as you see fit. [ Additional Information ] Creatures need to be entirely tamed by you for this to count, so no offloading the work onto someone or something else and calling it tamed.
| I see You! | Requirements Level 116, Perception 12: Know when you're being observed as if you had eyes in the back of your head, additionally you'll also be able to tell what the observer's intent is if there is any.
| Resource Management | Level 116, Intelligence 19: Have the ability and expertise needed to manage the sea of resources required to run a gargantuan empire implanted into you. +20% to resource production and logistic transport speed.
| Shotgun Mastery | (Ranks 5) Requirements Level 116, Ballistic Weapons 105: Your mastery of putting many holes in someone at once has improved. +20% Shotgun damage.
Level 118 Perks
| Can't See Me! | Requirement Level 118, Distortion, Stealth 250: You appear as a ghost to any networks, cameras, images, etc, so unless you wish to be seen, you will always remain invisible to all of these things.
| Dreadnought Specialization | (Ranks 2) Requirements Level 118, Intelligence 45: Dreadnought class vessels that you own or under your control gain 50% to all parameters.
| Robotics Engineer | (Ranks 5) Requirements Level 118, Intelligence 34, Repair 165, Science 165: Robots that you own or under your control gain 10 DT and +20% to all parameters
| Rip And Tear | Requirements Level 118, Ballistic Weapons 150, Melee Weapons 150, Unarmed: Your ballistic weapon, melee weapon, and unarmed attacks deal 50% more damage.
Level 120 Perks
| Alchemical Interest | (Ranks 5) Requirements Level 120, Intelligence 5, Mana or Qi: Obtain surface-level knowledge regarding alchemy. +20% to elixir, pill, potion, and drug production speed and +20% to elixir, pill, potion, and drug quality. This perk affects alchemy and drug synthesis.
| Death's Grasp | Requirements Level 120: Acquire the ability to grasp another entity and drain them of their life force to empower yourself and restore your health.
| Mana | Requirements Level 120, Intelligence 11, Perception 11: You've sensed and figured out how to absorb and use mana that has long been lost and forgotten by most of the people of this planet. When this perk is taken, it will unlock the Magic Power attribute as well as the magic skill. [ Additional Information ] All humans have a base of 100 mana unless they have some sort of special physique, mutation, talent, curse, and or disease. If they don't, it'll usually increase from gathering and absorbing mana particles with a technique. As for mana regeneration, it increases by 0.1 per second per point of Magic Power you possess. Expanding upon Magic Power further, every point of Magic Power that you have will increase your magic's damage and effectiveness by 10%. Moving on to mana, mana is also affected by Endurance, Intelligence, and Perception, though they all affect it differently, such as Endurance allowing the mage to train and absorb mana beyond the normal mage 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. As for what Intelligence and Perception do for mana, they increase the efficiency of your mana and your mana absorption speed by 10% for every attribute point in either of those 2 attributes. [ Warning! ] Mana requires a training method to make any real progress unless you are willing to venture into uncharted territory and explore your body to figure out how it all works. If you do decide to take that risk, you run the risk of causing irreparable harm to yourself, so caution is highly advised.
| Nutcracker | Requirements Level 120, Strength 12: You now have the ability to inflict several times more pain when crushing balls.
Level 122 Perks
| Bullet Time | Requirements Level 122, Agility 21, Perception 2: Gain the ability to enhance your senses to such a heightened state that things appear to slow down. This ability can be used for 1 minute and has a cooldown of 6 hours, and the duration of it will increase by 1 minute for every 100 Endurance you have. The cooldown, on the other hand, will reduce by 1 minute for every 10 Endurance, and if you ever reach 3,600 Endurance, you can abuse this ability as you please.
| Longevity | Requirements Level 122, Endurance 20: +1,000 years to your lifespan, and for every point of Endurance gain 1 additional year of lifespan.
| Reinforced Joints | Requirements Level 122, Endurance 15: Your joints will become significantly stronger and more durable than ever before. +50% to joint strength and joint durability.
| Strong Bones | (Ranks 5) Requirements Level 122, Endurance 11: +20% Bone durability and strength.
Level 124 Perks
| Calculator | Requirements Level 124, Intelligence 18: Numbers are everything, calculation ability +1,000%.
| Enhanced Durability | Requirements Level 124, Endurance 49: +25 DT and +5 Endurance.
| Master Chef | Requirements Level 124: Have all the knowledge, techniques, and experience required to make food equivalent to a master chef with many decades of experience ingrained into your mind.
| Sniper Rifle Mastery | (Ranks 5) Requirements Level 124, Ballistic Weapons 175: Your mastery of lining up headshots has improved your damage. +20% Sniper rifle damage.
Level 126 Perks
| Acid Spill | Requirements Level 126: All your attacks will now cause corrosive damage at 3% of your total damage output each second for 5 seconds, and all acid and corrosive-based attacks deal 10% more damage. This ability can be toggled freely.
| Capital Class Weapon Proficiency | (Ranks 5) Requirements Level 126, Science 250: All capital class weapons you own or you control now do +20% more damage.
| Dual Wield Proficiency | Requirements Level 126, Strength 25, Perception 20: Two weapons are always better than one. Gain proficiency in dual wielding, and as a benefit of that, you are now somehow able to increase the amount of damage you deal when wielding 2 weapons. +25% dual-wielding damage and dual-wielding accuracy.
| Energetic | Requirements Level 126, Agility 13, Endurance 14: You now have more energy and drive. +30% to stamina, stamina regeneration, and work efficiency.
Level 128 Perks
| A Fiend In The Sheets | Requirements Level 128: Your sexual prowess is drastically improved, and the amount of pleasure you are able to give your partner or partners is improved just as much.
| Enhance Lungs | Requirements Level 128, Endurance 13: Your lungs are now enhanced and perform twice as well as they did before, improving many of your body's functions. +100% Lung capacity, lung performance, stamina capacity, and stamina regeneration.
| 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 130 Perks
| Missile Salvos | Requirements Level 130, Explosives 230: +30% Explosive damage, and when you plan on firing 3 more explosives in a short amount of time, your explosives will deal 50% more damage, and the radius of the affected area is increased by 100%.
| Orbital Bombardment | Requirements Level 130, Intelligence 49, Ballistic Weapons 485, Energy Weapons 485, Explosives 485, Repair 485, Science 485: All weapons that you and your forces use to bombard from space do 250% more damage, and the area of effect is increased by 500%
| Shred | Requirements Level 130, Ballistic Weapons 195, Energy Weapons 195: Drastically increase your weapons' fire rate by 300% for a duration of 10 seconds and in these 10 seconds the weapon or weapons will not use any ammunition, and will not overheat. This duration can also be extended by 10 seconds for every 100 skill points in both energy weapons and ballistic weapons after 100. This ability has a 10-minute cooldown.
| Swift Reflexes | Requirements Level 130, Agility 25, Perception 25: Your reflexes have improved +25% to reaction speed and dodge speed.
I paused for a couple dozen seconds whilst I scanned over the extensive list of perks, but I eventually couldn't help verbalising my thoughts. "Holy shit, that's a fuckload of perks."
Just about stunned with the sight in front of me, I sat there for a long few moments just scanning through the massive number of perks I was going to have to start picking and choosing from.
Where in the hell am I supposed to begin... Haa, I guess I better just bite the bullet and get rid of those that aren't going to be useful to me now or anytime soon. After that, I can figure out what I want to do.
Well, for starters, all the space-related perks can be thrown out of the selection process because one, I don't have a spaceship, and two, I highly doubt I'll be heading off-planet anytime soon. Hence, those perks will be pretty much useless until I've set my sights on the stars, which I don't plan on doing until I've at least carved out a sizable territory for myself here on Earth.
Having marked all space perks off, I turned my attention to the many perks that were left.
Those were pretty much the only ones I wouldn't be able to get any value from for a while, so now it's time to begin selecting what I want to take… After giving a bit of thought I think my first move should be grabbing all the perks that boost my attributes like | Strong Body |, so I'm going to go ahead and pick up | Enhanced Perception |, | Charismatic Aura |, | Brainiac |, | Speed Demon |, and | Prosperity | since they'll all provide me with a whole host of positive effects plus the retroactive attribute bonuses.
Okay, now that I got those 5 perks, I'm going to need more speed to make sure I can react to any danger we may face on the trip to Fort Kern, | Bullet Time | will definitely help in that department as well so let me grab that as well.
Following that thought of mine, I began picking up one movement speed perk after the next. And the second I was done taking everyone I could, I started taking every perk I found even remotely interesting or useful.
…
Time quickly flew on by as I liberally spent my massive stockpile of perk points but no matter how many I seemed to have it was never enough to get everything single thing I wanted, so I began slowing my roll and considering my choices longer and longer as my stock of points dwindled closer and closer to 0.
Whilst I was in the midst of exploring the smaller and smaller pool of options, my eyes locked onto a particular perk.
I already have access to mana, but I wonder what taking | Mana | would do… One wasted perk point isn't the end of the world for the current me, is it, so let's see what happens.
Wanting to satiate my curiosity, I grabbed that perk as well and thought about what I wished to do with the remaining perk points I had left.
I may not have access to power armor right this second, buuut I will come into possession of some later on today, so I'll take all the power armor related perks now. And to go with that, | Body Refiner | sounds like some xianxia, cultivation novel stuff and appears to have the potential to put me on a whole nother level if "limitlessly" in the perk's description is anything to go by.
Mmm, I got one point left, what should I do with it… I don't really see | Longevity | being all that valuable at this time, considering my young age but who can say no to increasing your life span when the option is sitting right there in front of you.
After everything was said and done, I had selected every perk I had wanted but skipped over previously in favor of others those perks being | Great Sword Preference |, | Lead Foot |, | Auto Loader |, | Death From Above |, | Healer |, | Combat Medic |, | Leave Nothing Behind |, | Terminator |, | Gatling Gun Specialist |, | Flame Resistant |, | Venom Resistance |, | Ice Resistant |, | Leapfrog |, | Back From The Dead |, and | Weight Management |.
In addition to those I took | Enhanced Perception |, | Charismatic Aura |, | Brainiac |, | Speed Demon |, and | Prosperity | for speedier stat boosting going forward and the other positive benefits it provided like the increase to my perception abilities and the ability to start finally grinding away on my Luck, which had become my second lowest attribute. That latter effect is something I've been wishing for a long, long time.
As for the rest of perk points I spent them on | Diplomat |, | Pack Mule | all 10 ranks, | Throwing Weapon Master |, | Walking Drugstore |, | Distortion |, | Radiation Resistant |, | Vampire |, | Black Mamba |, | Bloodletter |, | Burn It With Fire |, | Sub Zero |, | Mediator |, | Photosynthesis |, | Camel |, | Strategist |, | Jack Of All Trades |, | Power Armor Modder |, | Water Collector |, | Corrosion Resistance |, | Grounded |, | Rabbit's Feet |, | Target Acquired |, | Beast Master |, | Dense Muscles | all 10 ranks, | Iron Will |, | Meat Head |, | Butcher |, | Immovable Obstacle |, | Sonar |, | Tree Hugger |, | Electrocutioner | all 5 ranks, | Flameboyant | all 5 ranks, | Mind Over Matter |, | Berserker |, | Hand Cannon |, | Muscle Connection |, | Uber Critical |, | Explosive Rounds |, | Radioactive |, | Shock Wave |, | Venomous | all 5 ranks, | All For One |, | Bob The Builder | all 10 ranks, | Crawler |, | Parkour |, | Conduit |, | Disease Immunity | all 10 ranks, | Farmer Joe | all 5 ranks, | Health Factor |, | Cold Front | all 5 ranks, | Fertile |, | Nuclear Physicist | all 5 ranks, | Brick Shit House |, | Crash Landing |, | Matrix |, | Part Cat |, | Bestower of Knowledge |, | Hibernation |, | Tag! All |, | Wastelander |, | Boom Headshot! |, | Charm |, | Frontliner |, | Solo |, | Crushing Blow |, | Death Grip |, | Marathoner |, | Researcher |, | Alpha Predator |, | Demolitionist | all 5 ranks, | High Regeneration |, | High Caliber | all 5 ranks, | Human Foundry |, | Pack Leader |, | Air Superiority |, | Economist |, | Gun Bash |, | Heavy Armament Doctrine |, | Breakout |, | Laser Weapon Mastery | all 5 ranks, | Plasma Weapon Mastery | all 5 ranks, | Shielded |, | Body Builder |, | Electrical Capacitor |, | Genius |, | Hit Man |, | Body Refiner |, | Power Armor Engineer |, | Bleed Resistance |, | Miner Sixty Niner | all 5 ranks, | Mr. Banks |, | Strong Man |, | Cleanse |, | Hemorrhage | all 5 ranks, | Mass Fabricator | all 10 ranks, | More Power! | all 5 ranks, | Lightning Rod |, | Next Generation |, | Sixth Sense |, | Better Blood | both ranks, | Hit And Run |, | K.O. Immune |, | Stalker |, | Batman |, | Empire Builder |, | Flame Burst |, | Shield Buster |, | Flame Retardant |, | King Of The Jungle |, | Metavore |, | Skull Cracker |, | Aged Well |, | Bronze Physique |, | Hidden Weapon Expert |, | Hyperfocus |, | Gotta Tame Em All |, | I see You! |, | Resource Management |, | Shotgun Mastery | all 5 ranks, | Can't See Me! |, | Robotics Engineer | all 5 ranks, | Rip And Tear |, | Alchemical Interest | all 5 ranks, | Death's Grasp |, | Mana |, | Nutcracker |, | Bullet Time |, | Longevity |, | Reinforced Joints |, | Strong Bones | all 5 ranks, | Calculator |, | Enhanced Durability |, | Master Chef |, | Sniper Rifle Mastery | all 5 ranks, | Acid Spill |, | Dual Wield Proficiency |, | Energetic |, | A Fiend In The Sheets |, | Enhance Lungs |, | Missile Salvos |, | Shred |, and finally | Swift Reflexes |, pretty much every brand new perk that popped up, minus the space ones which wouldn't become worthwhile until far into the future.
I probably could've skipped over some of them like | A Fiend In The Sheets | but I don't really need | Well Insulated | or another rank of | Growth | for the trip to Fort Kern when all my attributes are all going to undergo substantial increases the instant I finish distributing my skill points and whatever else the system has in store for me… Maybe I'll get the opportunity to pick another class and a mutation.
Moving on from something I'll find out about in a moment here, there were a number of other perks I would've loved to have taken. Unfortunately, my stats didn't quite meet all their demanding requirements, so I'll have to wait till after I finish this level up, turn in the load of quests I've been sitting on, and go in for round two.
With all my perk points spent, I locked in my perk selection and progressed to the skill point distribution screen, that had a colossal amount of skill points waiting for me to spend however I damn well pleased.
[ Skills ]
Skill Points Left: 32,775
(T)Ballistic Weapons: 1,262
(T)Energy Weapons: 1,316
(T)Explosives: 562
(T)Heavy Weapons: 1,571
(T)Leadership: 586
(T)Lockpick: 445
(T)Medicine: 1,178
(T)Melee Weapons: 829
(T)Piloting: 848
(T)Repair: 1,275
(T)Science: 1,269
(T)Speech: 493
(T)Stealth: 1,563
(T)Survival: 948
(T)Trade: 927
(T)Unarmed: 829
(T)Magic: 837
…
The instant I caught sight of the number of skill points I had available, I knew putting off my level up for this long period was a humongous mistake, one I was determined never to repeat in the future if I could help it.
Fuck, this one is going to hurt... Definitely like no other level up before it.
A good bit of cold sweat started streaming down my forehead as realisation and dread began setting in whilst I thought about the unimaginable pain I would have to face right as I completed this massive level up.
Haa... This will be the last fucking time I put off a level up.
Although I very much desired to avoid jumping into the fire, I nevertheless had to bite the bullet at some point or another, so I got on with it and did what I had to do.
Alright, that's enough fearing the inevitable. Now I gotta figure out what I want to spend 32 fringing thousand skill points on... Well, for starters, let me bring up every single one of my skills that is under 1,001 to that level. There, that should do it. Now I'm just left with 30,069.
I really haven't made much of a dent in that massive pool of skill points now, have I...
I stared at the incredible stockpile of available skill points for a handful of seconds before I considered my next move.
Spreading all my points out across my many skills probably wouldn't be the worst idea, but it certainly won't bring me any new perks if I decide to go down that route, at least not anytime soon. Thus, it'd probably be wiser to go for getting a few of my skills to 10,001 to see what sort of rank 3 skill perks I get.
That said, I don't know for sure if there are any rank 3 skill perks since none of my skills have met whatever the conditions may be. But if I'm going by the previous rank requirements, I presume 10,001 is the next limit I have to reach before I see anything come from it.
Now the question is, which of my skills do I want to bring up there... Well, I feel incredibly confident in my combat abilities considering how many combat-related perks I picked up in the previous section, so I think I'll raise Science. I will be going after Area 51 following my conquest of Fort Kern, so having more knowledge in the field of science will certainly be a huge help to me when it comes time to investigate and reverse engineer the alien tech I presume is locked up there.
And since I'm investing in Science, I can't have Repair falling behind too much now, can I... I mean, it provides a decent bit of new engineering knowledge with every increase. And since I plan on establishing a brand new human super power like none before it, one that will take control of the entire planet and venture into the stars, I'm 100% going to need all the engineering and scientific knowledge I can get my bloody hands on.
With my mind made up, I boosted each of those essential skills to ten thousand and one before I began looking at which skill I wanted to invest in next.
My robots and those who I'll be leading will no doubt become a significant part of my power in the not so distant future, hence I better start laying out some points for Leadership, so I can really turn them into a force to be reckoned with.
After quickly spending a whole boatload of skill points on that skill, I looked at another skill that has been one of my biggest assets in my journey.
Stealth has been one of my strongest cards thus far; therefore, I'll keep dumping points into it and pray it becomes even stronger and even more busted than it already is.
With only 3,617 skill points remaining, I dumped the entirety of them into Stealth and stewed for a dozen seconds before I finalized my skill distribution and waited for the assault of pain to begin its torment on both my mind and body.
