"So you mean to say that for me to get better abilities, I need to up my comprehension?" Alina asked disbelievingly.
"Yes." Salem replied glancing at his comprehension. "What's your comprehension?"
"Seven percent." She replied.
"Oh. I have 42 percent." Salem figured that after her imprisionment, she would not have had a lot of time to improve her comprehension.
"Well I suppose that makes sense then."
"It could also be dependent on your actions." Salem pondered aloud. "Your actions might be recognized by the system and turned into abilities. But what would the criteria for an ability be?"
"My brain can't handle your supreme intellect. Stop it and let's go."
"Alright. I'll also get rid of the bloodstains on our way out."
---
That night, after setting up their campsite, Salem looked at his secondary classes. Pulling up the window, he glanced through his options.
---
Possible Secondary Classes (Select one [1] option)
Necromancer: You have the ability to summon familiars to fight for you.
Abilities:
Corpse Summon: Animate a corpse. The corpse will perish once its core is destroyed. Its core can be placed wherever you choose, so long as it is in contact with the corpse.
Corpse Storage: You have the ability to keep summons in your shadow for later summoning.
Spirit Summon: You can summon a limited number of spirits that will act as companions. Higher level companions can last longer outside of vessels or your shadow.
Spirit Storage: Give your faithful spirit companions a place of rest. They can be summoned at any time.
Vessel Creation: Create a vessel for your Spirit Companions to occupy. Better materials make better vessels.
Stat Bonuses: +25% INT, -50% light affinity
Mage: You have the ability to manipulate the world around you using psyche.
Abilities:
Refocus: While entering a state of meditation, you boost your psyche regeneration to 50% per minute.
Ice/Fire/Lightning/Earth/Water/Air/Light/Corrosion Bolt: Using your psyche, you can create a elemental bolt that can be fired towards your targets. Psyche cost is dependent on the power desired. Higher-tier elements require more psyche.
Basic Enchanting: You can imbue items with basic affinities or abilities.
Stat Bonuses: +50% Elemental resistance, -50% Defence.
Mechanic
Abilities:
Optimize: For five minutes, a machine's performance is boosted at no penalty to its durability. +5% performance for five minutes.
Blueprint: Your inner mechanic is able to easily design machine blueprints. +5% end product quality if you use a blueprint.
Overload: You maximize the output of a machine you're using, damaging it in the process. +25% machine power for 3 minutes, -50% machine durability.
Stat bonuses: +25% machinery performance, +15% INT, -20% AGI
---
'This world seems to really want me to be a mechanic, but Necromancer seems to synergize with Nanomancer.' Salem didn't even consider the mage. 'While it fits with my combat style, I would prefer to be able to at least take a few hits.'
Selecting Necromancer, a new notification popped up.
---
Because class up is for a secondary class, only injuries that affect overall body function will be healed.
---
As his consciousness faded he wondered why he didn't check this sooner.