Overpowered Wizard

Chapter 194: B2: C94: Pre-Grimrock Bonus Notes (Zarian) 5



Para’s Journal Entry Party Notes (Zarian) – Early Summer, 1533 D.E:

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Zarian Darkrun: Age 22, Born Late Winter, Dreaded Outsider, Dungeon Master, Freedom Leader, Dark Lord, Aura Master, Alpha Gnoll Elder, Wizard Hunter, Free Evil +4, Legendary Madness Wizard, Level 92.

Traits (14 Total): Dark Affinity (Rare), Overpower (Epic), Identify (Rare), Frenzy Zone (Uncommon), Uncanny Valley Effect (Rare), Void Mysticism (Rare), Lore Eater (Epic), Thematic Law/Floridian Mindset (Divine), The Dreaded One (Epic), Bearer of the Twenty Dark Locks Sealing Style (Legendary), Unraveled Mind (Rare), Aura Mastery (Legendary), Warp Adaptation (Epic), Aura Magnificence (Epic).

Alpha Skills (5/5): Overwhelming Darkness (Level 15), Parasite Cloak +3 (Level 54), Spectral Spider Network +3 (Level 50), Summon Wizard Hat +3 (Level 54), High Rune Mindframe +2 (Level 28).

Beta Skills (7/15): Advanced Grimoire of the Voidling Exile +1 (Level 22), Advanced Grimoire of Black Magic +1 (Level 19), Advanced Grimoire of the Hell Gator +1 (Level 12), Grimoire of Weird Freaky Morphs (Level 20), Willful Might (Level 0), Wondrous Speed (Level 0), Mystic Toughness (Level 0), Shredded Grimoire of Battlefield Destruction (Level 0).

Stats Per Level: +2 Willpower, +2 Wonder, +3 Mysticism, +7 free.

Stats (1,772 Total): 508 Willpower, 62 Strength, 54 Agility, 515 Wonder, 633 Mysticism, 0 Free.

Achievements (30 Total): Honored Outsider (Divine), SSS Dance with White Silk Reiki (Epic), Heroes of the Eternal Garden Kingdom (Legendary), Divine Knock Knock (Divine), Junior Manslaughterer (Uncommon), Initial Pacifist Gauntlet (Rare), First Human Gnoll Elder of Corma (Epic), SSS Genius Beyond the Lore Eater (Epic), Boon Wrecker (Divine), Befriending Gods (Divine), Rare Dungeon Master (Rare), Lizard Slayer (Uncommon), Divine Enemy (Divine), Dreaded Outsider (Divine), Freedom Leader (Divine), Master Breaker (Mythical), Attrition Warfare (Legendary), Lesser World Boss Killer (Divine), Arch Cherub Silencer (Divine), You Got a Friend in Me (Epic), Make a God Cry (Divine), Keep Infinita Safe (Divine), Legendary Lair Conquest (Legendary), Greater Boon Avatar Domination (Divine), Foundational Cultivator (Rare), Head Pats for Gnolls (Epic), Immense Training Obstacle (Epic), Troll Drinker (Uncommon), Bringing Aura to a Wizard Duel (Epic), Crossdeath Conqueror (Mythical).

Thoughts: Hello! This isn’t you. You’re asleep right now.

It’s me, Para!

I’m using our aura to see while I write with a hand made from our cloak. I figured it’ll be interesting to write my thoughts on your profile and how it stands to serve you and our friends. I hope you don’t mind.

It feels nice to get out of my confused thoughts about personhood and put attention elsewhere, such as towards my host.

I think your origins are missing a few things, specifically something to address how you’re Shadowfell’s husband. That has been mentioned many times so far, becoming part of the lore of the world, and lore and history seem to matter in Infinita. I like how that matters, because it makes everything around us more meaningful.

Dreaded Outsider is yours because many dread you, which fits you better than the old Honorable Outsider.

Dungeon Master is yours because Reiki wants you to be her master, which is smart of her, because she gets to eat lots of yummy legendary items while growing stronger and stronger as our dungeon.

Freedom Leader is yours because you were the first, and we must spread it!

Dark Lord has many meanings, some literal, and some more nuanced, and I like all of those meanings.

Becoming an Aura Master under Teacher Ruvaria’s guidance was a beautiful moment, and I enjoyed feeling how you felt, both amazed and humble, both filled with joy and ambition. I like Teacher Ruvaria a lot, even if she’s done a lot of bad things.

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I also like Ezda, who really sees you as a god and is honored that you did the blood rites to become a true Alpha Gnoll Elder. The gnolls seemed much happier after we gave them head pats.

Then there’s Wizard Hunter … which I’m not sure if that’s for you. It might be more for me … I like the idea of hunting wizards who think they are better when they are not.

Is that wrong?

Perhaps it is, but strangely enough, I’m okay with this wrongness. I will try to reserve this part of me for those who think they are above you or Teacher Ruvaria.

Moving on to traits, I think I’m going to use your grouping idea, but maybe more liberally.

Grouping one only has one trait, Overpower. Why is that? It’s because this trait is the only one that buffs all of your stats without needing a reason to activate. Naomi and Bianca have similar traits like this one, but those have special conditions. Technically, your total stats are 2,215, although this can fluctuate if you use Overpower to boost one skill.

Grouping two involves Identify, Lore Eater, Unraveled Mind, and Thematic Law/Floridian Mindset. I like these together because it helps you learn quickly and see hidden details about the world that others wouldn’t know. It’s quite advantageous for a wizard, especially if you’re sneaky about it. Or not. You are powerful enough where sneakiness is usually unnecessary, leading to direct confrontations you will win before devouring what’s yours by the right of might. Also, the Thematic Law empowers me greatly, which makes me a very strong skill and helpful companion who can cast spells with you.

Grouping three has Frenzy Zone, Uncanny Valley Effect, and the Dreaded One. This group is simple in its purpose but quite useful when we want to make others fear us by acting unreasonably determined or by giving them a glimpse of our mighty nature. Our enemies taste better when they are afraid, although that’s more of my opinion than yours.

Grouping four includes Dark Affinity, Void Mysticism, and Warp Adaptation. I like to think of this as the elemental enhancers. We should probably get more of these when we get a chance. The last one, warp, is very nice to have after all we’ve gone through when up against warp magic.

Grouping five has only one trait, which is Bearer of the Twenty Dark Locks Sealing Style. Without this, Overwhelming Darkness will break free every time we try to use it.

Last, there’s grouping six, which is Aura Mastery and Aura Magnificence. These aura abilities are high in quality for a reason, especially Aura Mastery. Teacher Ruvaria said she had met no other who had this trait outside of her and her father. Its rarity is so high, I can’t help but revel in that. I know you want to be more of a wizard than someone who relies on a power passed down to you by your family, so I’m glad you’ve achieved this using your ingenuity. There is still plenty to learn, but our training for the past two months has helped us become better Aura Masters. I say ‘us’ because it is notable how I can use this trait differently from you because of our parasitic/symbiotic bond.

I will not go over the skills very much. We know those.

I will say this, though.

I appreciate how you keep me, Parasite Cloak +3, in the alpha skill section. I also think it’s smart that Spectral Spider Network +3, Summon Wizard Hat +3, and High Rune Mindframe +2 are in the alpha section as well. It is a shame that we can’t remove Overwhelming Darkness from the alpha section, which locks up one of our five options there, but I’ve noticed how we’ve both adapted to the beta debuff for the grimoires well enough, anyway.

I find the nature of our four grimoires quite telling. It’s an arrangement of creativity instead of a reliance on outright destruction. I like that we have to think intelligently to make the best of our spells, and because of that, I think we will become all the better for it.

I don’t think there really is a more effective role for us right now than to use our Aura Mastery and spells to leverage our stats and abilities for different scenarios. While I am considerably stronger than before, and we are quite capable in a melee scenario, I’ve noticed how that is becoming more unfitting for us when the others can do melee better than us now.

Instead, we should keep melee as an option to surprise our enemies. We should play up our role as a battlefield wizard further, and I think you know that. After all, we can cast many spells now, up to six for you and five for me simultaneously, or we can unify our efforts to make our spells even bigger and more impressive. We can also enhance our spells with Aura Mastery.

Thus, there is less of a need for us to fight using melee tactics.

Better yet, all of your patience has borne fruit. You’ve cared for your friends and developed them. They are closer to you as equals than ever before. They may not have your overwhelming bloodline and your ultra god heritage, but I think that doesn’t matter to you.

In the end, you want to go on full-fledged adventures with those you trust to look out for you as you look out for them. You can be the wizard and leave the rest to the others.

I hope you find this writing to be satisfactory. I will find something else to do while I watch you and the others sleep. I see Loner is walking by himself while Slip is dismissed currently. I shall extend myself and keep him company.

Goodnight, Zarian, my host.

And as always, thank you.

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