Leveling Up The World 8: A LitRPG Adventure, page 66
BRUTE FORCE DECIPHERING
(Mind +5)
Brute force is the least efficient way of deciphering a message, but it works. Just make sure you have the strength to read what you’ve deciphered.
THIRD WIND
(Body +2)
It was a draining experience, but you endured through pain and exhaustion to achieve your goal. Once is good. Just be careful, it doesn’t become a habit.
HAMMER BASH
(Body +2)
Bashing for justice is one way to succeed. Bashing for fun is another. Whatever you choose, don’t go overboard.
CHISEL COMBO
(Body +2)
Chiseling is merely piercing through something hard. Be careful that someone doesn’t do it on you.
LEADERSHIP PRESENCE
(+2 Empathy)
You have achieved the respect of everyone in your realm. Their faith in you is complete, so you better not disappoint them.
POINT DESTRUCTION
(+2 Body)
Doing a point attack is a feat on its own. However, it comes at a price. Doing it unprepared has a tendency to hurt the arm that did it, so keep that in mind.
CRACKLING TALKER
(+5 Empathy, +5 Mind)
You are one of a hundred ever able to learn the crackling language. Just be careful that this knowledge doesn’t lead you astray.
TWENTY-TWENTY FIGHTER
(+2 Body, +2 Reaction)
Building up one skill bonus in order to move on to another is always a good strategy. Just be careful not to die while trying out weird combinations.
REALM INVADER
(+2 Mind)
Sneakiness and subterfuge have their advantages, just be aware that those who live by invasion die by invasion.
BLUEPRINT CREATOR
(+2 Mind)
Creating blueprints is always a major step forward…as long as you don’t lose yourself in theoretical constructions at the expense of creating them in practice.
STAR CLEANSER
(+1 Awakening +1 Body, +1 Mind, +1 Reaction, +1 Perception, +1 Empathy, +1 ???)
You’ve killed a Star’s echo. Question is, are you ready to do the real thing?
HUMAN CANNONBALL
(+2 Reaction)
It wasn’t inconceivable that you’d do something as reckless in battle. Try not to do it again too much.
DRAGON FRIEND
(+5 Empathy)
Few are able or willing to team up with a dragon. Well played, but keep in mind that dragons are like cats: there’s no telling what they are thinking.
DRAGON MENTOR
(+5 Empathy)
You’re the first person to become a dragon’s mentor in 500 years. Don’t get cocky! The dragon can still chomp your head off.
TWENTY-TWENTY SHARPSHOOTER
(+2 Perception, +2 Reaction)
The more the combinations, the more the rewards. Just be mindful that it’ll become more difficult after each one.
WORLD RULER
(+5 Body, +5 Mind, +5 Reaction, +5 Perception)
You have successfully improved the world of the AURA SWORD. Improving a realm comes with pain or glory. It all depends on you. How will you shape the world’s destiny?
TWENTY-TWENTY OBSERVER
(+2 Perception, +2 Reaction)
Second combo use? You’re starting to learn. Don’t go too wild.
TWENTY-TWENTY EMPATH
(+2 Empathy, +2 Mind)
Brain and empathy are often at odds. Nice making them work together.
TWENTY-TWENTY FEELER
(+2 Empathy, +2 Reaction)
Reacting based on your emotions is more common that you think. At least you’re using it to gain something.
TWENTY-TWENTY PRECISION
(+2 Perception, +2 Mind)
Building up one skill bonus in order to move on to another is always a good strategy. Just be careful not to die while trying out weird combinations.
HELPING HAND
(+5 Empathy)
Helping is good, but it can go both ways: gratitude or hate. This time you got gratitude.
BOUND TO THE ORDER
(+2 Mind)
Receiving help from the Order is a smart move. Be careful, though. What the Order gives, the Order can take.
THOUSAND GREATEST HITS
(+2 Reaction)
Doing a thousand sequential hits is always a good strategy. Just make sure you don’t receive a thousand sequential wounds.
SOMETHING SCARY
(+1 Body, +1 Reaction, +1 Mind, +1 Perception))
You’ve killed something new and scary that doesn’t exist. Don’t make it a habit. There won’t be any rewards next time.
UNRESTRICTED SUCCESS
(+5 Mind)
Removing restrictions is in accordance with the Moons rules, but just because you can doesn’t mean you should. Next time, make sure you know what you’re releasing.
PAIN INFLICTOR
(+2 Body)
Inflicting permanent effects look good on other people. Just don’t make it a habit for everyone’s sake.
REALM CONQUEROR
(+5 Mind)
Conquering realms is not encouraged, even if your skills are acknowledged. You can do better!
STAR KILLER
(+5 Awakening, +5, Body, +5 Mind, +5 Reaction, +5 Perception, + 5 Empathy, +5 ???)
You’re among the very few that have managed to kill a Star. Pity you won’t be able to take advantage of this feat. Still, people will remember you fondly… perhaps.
GALATEA’S BOOST
(+14 ???)
Even Moons have to follow the rules. Enjoy.
SEVEN TRAITS
(+ Awakening, +1 Body, +1 Mind, +1 Reaction, +1 Perception, +1 Empathy, +1 Magic)
You’ve obtained all seven traits. Fancy that. You better not be greedy and obtain an eighth. Things won’t go well if you do.
RAIN CUTTER
(+2 Reaction)
Only a master can cut a thousand drops of rain during a storm. If only you were smart enough to avoid the storm to begin with.
ENCHANTER
(+2 Body)
You’ve acquired the understanding and finesse to use symbols to enchant items. Keep in mind that enchantments lie halfway between reality and illusion.
DISENCHANTER
(+2 Mind)
Breaking something is always easier than creating it. When it comes to magic, though, that’s not always the case.
VORTEX EATER
(+2 Mind)
Congratulations on absorbing your first vortex. You never know, though. Next time it might be harder.
PAPER MAGE
(+2 Reaction)
To lock a spell on a page is more difficult than catching lightning in a bottle. In eitehr case, it’s better not to create a mess.
MAGIC SWORDSMAN
(+2 Body)
Combining the two strongest combat skills is bound to give you an edge. Keep in mind that it will also draw a target on your back.
SNATCH AND GRAB
(+2 Body)
That’s one way to defeat a guardian. Just be careful who you summon to a fight.
DUEL MASTER
(+2 Reaction)
You have won your first duel, even if it’s against a dead opponent. A win’s a win, but don’t think you’d be as lucky when dueling the living.
SPELLCASTER
(+2 Reaction)
You have cast your first spell. Remember, it’s all in the mind and in the fingers.
AUGMENTER
(+2 Mind)
Boosting is all fine and good, but who boosts the booster? In future you’ll have to be careful how you treat your familiars.
MAGIC TALKER
(+2 Empathy)
There are more solutions to what is obvious. It’s good that you’ve started to remember who you were. Don’t forget that strength is still needed, though.
CO-CASTING NOVICE
(+2 Reaction)
Co-casting is a good way to create complex spells for half the time. It also makes the casters twice as likely to be hit.
SPELL RECOMBINATION
(+2 Mind)
You have successfully translated a pattern spell into magic symbols. Sometimes the pieces of something are worth more than the whole. However, that only works if you know the pieces to begin with.
HEAD SMASHING
(+2 Body)
That’s one way to use your head. Never do it again, please.
REALM BREAKER
(+5 Mind)
You have successfully destroyed a prison realm from within. Just be mindful that doesn’t make you unstoppable, just persistently annoying.
MAGE APPRENTICESHIP
(+2 Reaction)
Through skills and knowledge, you removed the obstacle keeping you from joining the ranks of apprentices. Or, at least, you would have if you hadn’t cheated your way there! Still, a pass is a pass.
GROUPS
Don’t forget to join LitRPG Addicts and come hang out with me!
I’m also very active and thankful for Redditserials, LitRPG Books, GameLit Society, Western Cultivation Stories (Xianxia and Wuxia, etc), Cultivation novels, LitRPG & GameLit Readers, and LitRPG Books Group!
LITRPG
To learn more about LitRPG, talk to authors including myself, and just have an awesome time, please join the LitRPG Group.
L. Eclaire, Leveling Up The World 8: A LitRPG Adventure
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(Mind +5)
Brute force is the least efficient way of deciphering a message, but it works. Just make sure you have the strength to read what you’ve deciphered.
THIRD WIND
(Body +2)
It was a draining experience, but you endured through pain and exhaustion to achieve your goal. Once is good. Just be careful, it doesn’t become a habit.
HAMMER BASH
(Body +2)
Bashing for justice is one way to succeed. Bashing for fun is another. Whatever you choose, don’t go overboard.
CHISEL COMBO
(Body +2)
Chiseling is merely piercing through something hard. Be careful that someone doesn’t do it on you.
LEADERSHIP PRESENCE
(+2 Empathy)
You have achieved the respect of everyone in your realm. Their faith in you is complete, so you better not disappoint them.
POINT DESTRUCTION
(+2 Body)
Doing a point attack is a feat on its own. However, it comes at a price. Doing it unprepared has a tendency to hurt the arm that did it, so keep that in mind.
CRACKLING TALKER
(+5 Empathy, +5 Mind)
You are one of a hundred ever able to learn the crackling language. Just be careful that this knowledge doesn’t lead you astray.
TWENTY-TWENTY FIGHTER
(+2 Body, +2 Reaction)
Building up one skill bonus in order to move on to another is always a good strategy. Just be careful not to die while trying out weird combinations.
REALM INVADER
(+2 Mind)
Sneakiness and subterfuge have their advantages, just be aware that those who live by invasion die by invasion.
BLUEPRINT CREATOR
(+2 Mind)
Creating blueprints is always a major step forward…as long as you don’t lose yourself in theoretical constructions at the expense of creating them in practice.
STAR CLEANSER
(+1 Awakening +1 Body, +1 Mind, +1 Reaction, +1 Perception, +1 Empathy, +1 ???)
You’ve killed a Star’s echo. Question is, are you ready to do the real thing?
HUMAN CANNONBALL
(+2 Reaction)
It wasn’t inconceivable that you’d do something as reckless in battle. Try not to do it again too much.
DRAGON FRIEND
(+5 Empathy)
Few are able or willing to team up with a dragon. Well played, but keep in mind that dragons are like cats: there’s no telling what they are thinking.
DRAGON MENTOR
(+5 Empathy)
You’re the first person to become a dragon’s mentor in 500 years. Don’t get cocky! The dragon can still chomp your head off.
TWENTY-TWENTY SHARPSHOOTER
(+2 Perception, +2 Reaction)
The more the combinations, the more the rewards. Just be mindful that it’ll become more difficult after each one.
WORLD RULER
(+5 Body, +5 Mind, +5 Reaction, +5 Perception)
You have successfully improved the world of the AURA SWORD. Improving a realm comes with pain or glory. It all depends on you. How will you shape the world’s destiny?
TWENTY-TWENTY OBSERVER
(+2 Perception, +2 Reaction)
Second combo use? You’re starting to learn. Don’t go too wild.
TWENTY-TWENTY EMPATH
(+2 Empathy, +2 Mind)
Brain and empathy are often at odds. Nice making them work together.
TWENTY-TWENTY FEELER
(+2 Empathy, +2 Reaction)
Reacting based on your emotions is more common that you think. At least you’re using it to gain something.
TWENTY-TWENTY PRECISION
(+2 Perception, +2 Mind)
Building up one skill bonus in order to move on to another is always a good strategy. Just be careful not to die while trying out weird combinations.
HELPING HAND
(+5 Empathy)
Helping is good, but it can go both ways: gratitude or hate. This time you got gratitude.
BOUND TO THE ORDER
(+2 Mind)
Receiving help from the Order is a smart move. Be careful, though. What the Order gives, the Order can take.
THOUSAND GREATEST HITS
(+2 Reaction)
Doing a thousand sequential hits is always a good strategy. Just make sure you don’t receive a thousand sequential wounds.
SOMETHING SCARY
(+1 Body, +1 Reaction, +1 Mind, +1 Perception))
You’ve killed something new and scary that doesn’t exist. Don’t make it a habit. There won’t be any rewards next time.
UNRESTRICTED SUCCESS
(+5 Mind)
Removing restrictions is in accordance with the Moons rules, but just because you can doesn’t mean you should. Next time, make sure you know what you’re releasing.
PAIN INFLICTOR
(+2 Body)
Inflicting permanent effects look good on other people. Just don’t make it a habit for everyone’s sake.
REALM CONQUEROR
(+5 Mind)
Conquering realms is not encouraged, even if your skills are acknowledged. You can do better!
STAR KILLER
(+5 Awakening, +5, Body, +5 Mind, +5 Reaction, +5 Perception, + 5 Empathy, +5 ???)
You’re among the very few that have managed to kill a Star. Pity you won’t be able to take advantage of this feat. Still, people will remember you fondly… perhaps.
GALATEA’S BOOST
(+14 ???)
Even Moons have to follow the rules. Enjoy.
SEVEN TRAITS
(+ Awakening, +1 Body, +1 Mind, +1 Reaction, +1 Perception, +1 Empathy, +1 Magic)
You’ve obtained all seven traits. Fancy that. You better not be greedy and obtain an eighth. Things won’t go well if you do.
RAIN CUTTER
(+2 Reaction)
Only a master can cut a thousand drops of rain during a storm. If only you were smart enough to avoid the storm to begin with.
ENCHANTER
(+2 Body)
You’ve acquired the understanding and finesse to use symbols to enchant items. Keep in mind that enchantments lie halfway between reality and illusion.
DISENCHANTER
(+2 Mind)
Breaking something is always easier than creating it. When it comes to magic, though, that’s not always the case.
VORTEX EATER
(+2 Mind)
Congratulations on absorbing your first vortex. You never know, though. Next time it might be harder.
PAPER MAGE
(+2 Reaction)
To lock a spell on a page is more difficult than catching lightning in a bottle. In eitehr case, it’s better not to create a mess.
MAGIC SWORDSMAN
(+2 Body)
Combining the two strongest combat skills is bound to give you an edge. Keep in mind that it will also draw a target on your back.
SNATCH AND GRAB
(+2 Body)
That’s one way to defeat a guardian. Just be careful who you summon to a fight.
DUEL MASTER
(+2 Reaction)
You have won your first duel, even if it’s against a dead opponent. A win’s a win, but don’t think you’d be as lucky when dueling the living.
SPELLCASTER
(+2 Reaction)
You have cast your first spell. Remember, it’s all in the mind and in the fingers.
AUGMENTER
(+2 Mind)
Boosting is all fine and good, but who boosts the booster? In future you’ll have to be careful how you treat your familiars.
MAGIC TALKER
(+2 Empathy)
There are more solutions to what is obvious. It’s good that you’ve started to remember who you were. Don’t forget that strength is still needed, though.
CO-CASTING NOVICE
(+2 Reaction)
Co-casting is a good way to create complex spells for half the time. It also makes the casters twice as likely to be hit.
SPELL RECOMBINATION
(+2 Mind)
You have successfully translated a pattern spell into magic symbols. Sometimes the pieces of something are worth more than the whole. However, that only works if you know the pieces to begin with.
HEAD SMASHING
(+2 Body)
That’s one way to use your head. Never do it again, please.
REALM BREAKER
(+5 Mind)
You have successfully destroyed a prison realm from within. Just be mindful that doesn’t make you unstoppable, just persistently annoying.
MAGE APPRENTICESHIP
(+2 Reaction)
Through skills and knowledge, you removed the obstacle keeping you from joining the ranks of apprentices. Or, at least, you would have if you hadn’t cheated your way there! Still, a pass is a pass.
GROUPS
Don’t forget to join LitRPG Addicts and come hang out with me!
I’m also very active and thankful for Redditserials, LitRPG Books, GameLit Society, Western Cultivation Stories (Xianxia and Wuxia, etc), Cultivation novels, LitRPG & GameLit Readers, and LitRPG Books Group!
LITRPG
To learn more about LitRPG, talk to authors including myself, and just have an awesome time, please join the LitRPG Group.
L. Eclaire, Leveling Up The World 8: A LitRPG Adventure
