The words you groggily hear as you struggle to consciousness do not fill you with confidence...
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<Beast> | All traits that increase Atk provide an additional X Atk. All traits that increase Def provide an additional X Def. Neither of these effects can more than double the Atk or Def provided by the original trait. |
<Bug> | Increases Def by X. Increases the effects of any traits that improve or add senses by X. |
<Devil> | Increases the damage of non-natural weapons by X. Increases the damage reduction of defensive, non-natural equipment by X. Neither of these effects can more than double the base Damage or damage reduction provided by the original equipment. |
<Dragon> | Increases the effects of all traits with Dragon in the name by X. |
<Plant> | Increases the effect of any traits that provide passive HP recovery, such as <Regeneration>, by X. This cannot more than double the effect of the original trait. Reduces final damage taken by X. |
<Slime> | Increases damage of weapons with Slime in the name by X. Increases HP by 10X. |
<Undead> | Reduces the damage taken from sources that deal damage over time, such as <Venomous>, by X per round per instance. Increases MP by 10x. |
<Light> | Improves damage of Light attacks by 2X. Reduces damage from Light attacks by 2X. Increases damage from Dark attacks by X. Reduces MP cost of Light magic by X (min 0). |
<Fire> | Improves damage of Fire attacks by 2X. Reduces damage from Fire attacks by 2X. Increases damage from Ice attacks by X. Reduces MP cost of Fire magic by X (min 0). |
<Earth> | Improves damage of Earth attacks by 2X. Reduces damage from Earth attacks by 2X. Increases damage from Air attacks by X. Reduces MP cost of Earth magic by X (min 0). |
<Dark> | Improves damage of Dark attacks by 2X. Reduces damage from Dark attacks by 2X. Increases damage from Light attacks by X. Reduces MP cost of Dark magic by X (min 0). |
<Ice> | Improves damage of Ice attacks by 2X. Reduces damage from Ice attacks by 2X. Increases damage from Fire attacks by X. Reduces MP cost of Ice magic by X (min 0). |
<Air> | Improves damage of Air attacks by 2X. Reduces damage from Air attacks by 2X. Increases damage from Earth attacks by X. Reduces MP cost of Air magic by X (min 0). |
<{Element} Resistance> | Provides X Damage Reduction against {Element} Damage. |
<Acidic> | Attacks apply X points of Acid. Acid reduces the target's Def by X. Acid fades at a base rate of 1 point per round. |
<Adaptability> | Decreases XP penalty for learning a new trait that isn't on body by X. This trait only reduces penalties; if it exceeds all penalties it does not discount trait cost. |
<Armored> | Increases Damage Reduction by X. |
<Armourer> | With materials, can create armor that provides damage reduction of up to 100x. |
<Bladesmith> | With materials, can create melee weapons with a base damage of up to 100x. |
<Bioweapon> | Decreases the cost of increasing Atk by X XP. Decreases the cost of increasing Dmg by (X/5) Mana, rounded down. This cannot reduce the XP cost of increasing Atk below 25 XP or the Mana cost of increasing Dmg below 5 Mana. |
<Camouflage> | A vision-based form of stealth. |
<Cultivore> | Nearby sapient beings can voluntarily sacrifice HP or Mana, causing you to gain X% of the HP or Mana sacrificed as Mana. A given being cannot sacrifice more than 1% of its max HP in this manner per day, but can sacrifice any amount of Mana. HP sacrificed in this manner cannot be regained except through resting or the expenditure of Mana. This trait cannot have more than 100% efficiency. |
<Dragonbreath> | Adds a natural weapon with base damage 50X. |
<Dragonflight> | Provides a form of magical flight. Adds X to derived <Flight> if the highest-level means of flight, or 0.5X if a higher-level mode of flight is known. |
<Dragonmagic> | Increases maximum MP that can be spent on an attack by 3X. |
<Dragonscale> | Increases Def by +2X. |
<Flight> |
Generic skill with flight. Serves as a base for derived <Flight>, but another trait must provide some form of flight in the first place to actually fly. Flight is an unusual mode of movement -- when you can exploit it, the difference between it and your enemy's highest relevant unusual mode of movement may be applied in combat. Flight also provides an island-hopping range of its derived level in km. |
<Herbivore> | Generates X Mana per hour when consuming living plants (foraging) |
<Illusionist> | ? |
<Mage Initiate> | Reduces the XP cost of increasing <Light>, <Fire>, <Earth>, <Dark>, <Ice>, and <Air> by X%. This cannot reduce the total cost of increasing these traits below 50% of the base cost. |
<MP Regeneration> | Recover X MP at the end of each round. |
<Paralyzer> | Attacks apply X points of Paralysis. Paralysis reduces the target's Atk by X. Paralysis fades at a base rate of 1 point per round. |
<Praise> | When you sacrifice HP or Mana to someone else with <Cultivore>, treat their <Cultivore> as being X levels higher. |
<Regeneration> | Recover X HP at the end of each round. |
<Scent Tracker> |
Adds an unusual sense based on smell. If this sense exceeds the enemy's relevant ability to prevent detection, the difference can be exploited in combat by adding to attack. Scent Tracker can also be used out of combat to find enemy encounters identical to those you have previously faced, or to follow the trails of specific individuals who have been present no more than X hours prior. |
<Venomous> | Attacks apply stacks of Venom. At the end of each round of combat, each stack of Venom deals Atk as damage, bypassing defense. Venom stacks last X rounds. |
<Winged> | Provides a form of flight. Adds X to derived <Flight> if the highest-level means of flight, or 0.5X if a higher-level mode of flight is known. |
Alright, thank you.Mana and unspent XP are retained until spent, regardless of advancement into stronger forms or transmigration into different base bodies.
Your summary of how to use Mana and XP is pretty much spot-on, but please note that Body traits purchased/upgraded with Mana are retained while advancing into later forms as a normal monster; they're only lost when transmigrating to an earlier-stage monster within your family or swapping to a different family.
I just noticed this quest is in the non lewd section of QQ. which has very little activity sadlyCurrent plan looks fine. Unless a sudden wave of votes comes in with a new option (unlikely, given the size of my current playerbase -- I'm currently expecting no more than two additional votes at most), I'll likely be writing up its results in a few hours.
That is pretty cool.vege-sacrifici-animatarian?
I picked QQ SFW knowing I was going to get a tiny player population. I like QQ's players best (then SV, then SB), and I felt it worth the massive hit in numbers. Started on SFW rather than NSFW because I honestly have no plans to take this quest NSFW at this point. That stuff just isn't a driving motive for any currently relevant major characters in the world nor for the setting itself. If you guys decide you want to take it NSFW, I'll move the quest to the NSFW board when NSFW starts happening. Until then, I'm fine with having a small but active playerbase. After all, half the reason I write is for myself.
Huh... then where did those sapient vandals come from? this is a very curious thing...
1. So, we seem to have unlocked beast evolution paths by killing evolved beasts. Can we evolve our imp body (or whatever other creature we transmigrate into) into something higher by pumping mana into it (or maybe by adding traits to said body? like adding wings to an imp body might be a prerequisite for discovering a higher demon evolution?). Or is the only way to unlock new currently unknown evolutions to kill and eat one? If the latter, then imp is probably a dead end for now.
2. With us being trapped on an island lacking in sophonts, the plans to use cultivore hit a wall. I am thinking of switching to plant family long term and focusing heavily on herbivore.
3. How big is our island? is depleting the local plantlife an issue if we go with heavy grazing?
4. If I am reading it right, if we max out bioweapon trait at level 25, and our body has an ATK that is 41+ higher than our soul, then raising ATK on our soul would be free until it soul is at 40 less than body? (-25XP cost from bioweapon, 50% discount from learning the known). Or is the 50% discount applied to current price (25XP) rather than the base price (50XP)?
5. Now that we have hands, can we do some repairs on our lab? and if so what are the costs of doing so? Also, of the various species, which of them count as having hands for repair? my guess is undead, dragons, and devils? but I am not sure about the others
6. When horned rabbit says its upgrade requirements are: beast 5, bioweapon 2, floofball.
Does it means our effective level (body + soul) has to reach those numbers. Or does it mean our floofball body has to be upgraded until the body has those scores.
7. When MC says "humanity could have X".. is MC a former human whose soul was bound here to transmigrate between monsters? or was MC always a monster?
I goofed
Well, now that we know the planet is the same size as terra I could in theory calculate the island's size from knowing its 1/10th of the distance to the horizon. But I completely forgot how to. So how many KM or miles wide does it come out to?Known information, gathered in one place: You're at least 1km up. From the middle of the island, the island ends about 1/10 of the distance out to the horizon. You have seen no monsters on this island (apart from yourself) outside the Beast family so far.
Previously unspecified information: You're on a planet roughly the same size as real-world Terra.
Partial repairs are better than no repairs at all. Even just repairing the walls to delay break ins by murder hobos would be welcome. How much mana would it cost to enact the repairs we can do?The primary limiting factor on repairs are a lack of knowledge and a lack of parts. If you're willing to burn Mana on it, the Biomass Shaper can do a lot to deal with the latter, but it very much doesn't print at a fine enough level to handle nm-scale electronics
My feels. Well, if MC was always a dragon then I am leaning more towards returning to being one soon for our main body. and then just collecting traits from other body types without transmigrating to them.The protagonist was born a monster (specifically, a Wyrmling), and has never been anything but a monster. Unusually, but not uniquely, the protagonist was sapient from a very young age. Most monsters tend to develop sapience when they're much older, if ever. If you check the math based on the original character sheet (now lost to the mists of editing to keep it updated), you'll note that it had less than 100k lifetime XP spent on traits, mostly invested into <Dragon 12>, plus a bunch into stats.
MC was impressed by humanity, so he initiated contact with him. It ultimately went well, resulting in him learning how to speak and read human language, becoming a lab subject (he was the nearest friendly monster available for the project on an emergency basis), and getting a little relevant domain knowledge there. MC has seen humanity at the height of the their civilization and was awed and envious of it. In the brief time you knew them, those in the lab were your friends and teachers. They gave you power and purpose, asking only that you use the tools you were given to solve a problem those tools were made to fix. Those tools are now damaged, but you won't let that stop you from completing the one task they laid out for you.
fair enough, removed that line.Mu: the question is flawed. Monsters in an area that doesn't see predation will become stronger over time by fighting each other. In the early days of human history, before they truly ruled the world, monster populations tended to be weaker closer to civilization as stronger humans would wipe out stronger monsters. It doesn't take much for Floofballs to qualify for something stronger. The question you should be asking here is why there was nothing stronger than Floofballs around after you woke up. The jump in monster level is expected. The lack of stronger monsters is not.
Have we checked if the spare stockpile still there?You were taught how to replace parts from a small stockpile of spares