Chapter 8 - VII

Let's see what the changes are. "System, my status."

Name: [To be chosen] 

Race: Intelligent Mutated Serpent

 Size: 5→7 meters 

Weight: 70→110 kg 

Level: 1→2 

Class: Adaptive Healer

Base Stats:

Strength (STR): 16 → 20 – The serpent's physical capacity, representing its muscle power to coil, bite, or crush its enemies.

Endurance (END): 18 → 24 – Reflects the serpent's resilience, its stamina for prolonged fights, and its ability to withstand damage.

Agility (AGI): 20 → 24 – The serpent's speed and flexibility, allowing it to strike quickly and dodge.

Intelligence (INT): 12 – The serpent's newly acquired cognitive ability to think, learn, and adapt to situations.

Perception (PER): 14 → 18 – Ability to detect threats or opportunities in the environment.

Vitality (VIT): 17 → 21 – Indicator of overall health and hit points, influenced by passive regeneration.

Charisma (CHA): 6 – Given its reptilian form, charisma is low, but can be compensated by other assets in intelligence and manipulation.

Passive Skills:

Minor Regeneration: Recovers a small percentage of hit points every minute, promoting natural healing of minor injuries over time. (Example: 0.5% of max HP/minute)

Natural Poison: Each bite injects a paralyzing venom that deals damage over time and slows down affected targets. Toxicity increases with levels.

Player's Mind: Protects the serpent from madness caused by its awakening to consciousness. Strengthens its mental resilience against psychological challenges or prolonged isolation.

Genetic Harvesting: Allows the extraction of DNA from consumed creatures. Higher levels allow the player to collect more complete genetic fragments, reducing the time and energy required for analysis. At advanced levels, it can extract rare or hidden genetic traits.

Genetic Analysis: Improves the speed and accuracy of analyzing collected DNA. With higher levels, the player can identify complex traits, ensuring compatibility with its body and unlocking advanced mutations.

Alchemical Instinct: Optimizes the detection and collection of active components from plants, animals, and minerals. Improvements increase the yield of usable ingredients and reveal previously undetectable properties in rare resources.

Alchemical Synthesis: Allows the combination of active components into effective poisons or elixirs. Higher levels allow the creation of more potent mixtures and reduce the risk of failure during synthesis.

Enhanced Senses:

Thermoreception (Heat Sensing): Ability to detect heat variations in the environment, allowing it to locate prey or enemies even in darkness.

Vibration (Movement Detection): Sensitivity to vibrations in the ground or air, allowing it to anticipate the movements of nearby living beings.

Olfaction (Smell): Ability to perceive pheromones and odors at a great distance.

Night Vision: Sensitivity to low light, allowing it to move in darkness.

Serpent Anatomy: All the natural characteristics of a serpent, including the ability to slither silently, coil prey, and move in difficult environments.

Combat Stats:

Hit Points (HP): 300/300

Mana Points (MP): 0 (N/A)

Residual Poison: 20/20 (poison available for attacks)

Movement Speed: Average (for its size and weight)

Equipment:

None (being a serpent, it does not need equipment).

Active Skills:

Observe (can evolve into a passive skill at high level): Allows gathering detailed information about creatures, plants, or objects. By activating this skill, the player can analyze specific characteristics such as weaknesses, genetic properties, or chemical components. The data obtained varies depending on the skill level.

Limitation: Requires attention and can consume a small amount of energy or concentration, especially for complex analyses.

Evolution: As the skill develops, it can become more intuitive, providing general information automatically (basic stats, danger level, etc.), and allowing precise analyses without extra effort.

Spiked Tail

Description: The player's tail is equipped with solid and sharp spines, similar to a natural flail. The spines are robust enough to inflict piercing and blunt force trauma.

Effect:

Allows devastating attacks in close combat.

The spines naturally regrow if broken (regrowth time: 24 hours).

Limit: The tail is heavy and slightly reduces mobility when used frequently or in tight spaces.

Adaptive Camouflage

Description: The protagonist's skin changes texture and color to blend into the environment or reflect light.

Effect:

Significantly reduces or completely eliminates the player's visibility, making its body practically undetectable to the naked eye under good conditions.

Weaknesses:

Ineffective against enemies using non-visual means (smell, super senses).

Too much intense light or too rapid movements break the camouflage illusion.

Cannot be used for too long in prolonged combat.

Paralyzing Saliva

Description: A neurotoxic saliva capable of temporarily immobilizing a target.

Effect:

Causes partial muscle paralysis for 1 to 3 minutes.

Works on medium to large creatures, but less effective on super-predators or magically resistant or mutated enemies.

Recharge: The neurotoxic glands take 6 hours to fully recharge after prolonged use.

New Organ - Alchemical Chamber

Description: A specialized organ located near the abdomen that stores produced compounds and expels them when needed.

Stored Compounds:

Arsine. Hydrogen sulfide

Limit:

Can only store and expel at this level.

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"Why don't I have any evolution in my passive abilities?"

Your current level does not require any upgrades to your passive skills. When you reach a certain level, the system will notify you of changes.

"I see, I have lot of limitations, and i don't quiet understand their usefulness yet. Will that change in the future, will you mutate too, since you're part of me."

You are not limited, you must work for your rise to power, understand your environment, your abilities, and adapt to it. I am a bonus, not a crutch. Yes, I will also mutate when necessary.

" You're really insolent, you know that?" I said with a laugh, amused. "What are the conditions for the next mutation?"

500 units of biomass, 5 genes, 6 alchemical compounds.

"I imagine my reptilian ass has to go hunting."

—----------

Being as big as I am is an advantage. But on the other hand, it's a pain; what gave me biomass at level 1 is now relegated to the rank of useless snack."

To compensate, I had to eat a lot of small prey, which, over time, created another problem.

The animals were becoming more wary or simply fleeing the area where I was currently living.

I tried to find prey like the monitor lizard, but it didn't lead to anything conclusive. Apart from a few elements collected here and there, my leveling up was completely stalled.

There was, of course, a solution, namely leaving the canyon. But I didn't want to leave this place without being at level 3 or 4.

If predators like the Great Horned Owl were wandering outside the canyon, I was still in mortal danger.

Searching every corner of this hole was my priority, and I was hopeful that I would find something interesting soon. Eventually, I stumbled upon the entrance of a cave during my

search. At first glance, it seemed vast and plunged into impenetrable darkness."

.

"What are you hiding from us," I said, resolutely plunging into the darkness.