Name: Elijah Meddings Class: Iron Provocateur Subclass: Ironclad Level: 8 Title Pathway: [Warden Channel] Defiant. Noted by the Maker. Threshold Anchor: [Halfway Hold – Anchorfall] System Integration: Sanctuary Status: Accepted
[Core Vitality Metrics]
Health: 48 ↳ [Base: 30 | Class Bonus: +5 | Set Bonus: +13] Health Regeneration: 8/hour ↳ [Stubborn Constitution (Lvl 5)]
Stamina: 50 ↳ [Base: 28 | Class Bonus: +7 | Set Bonus: +15] Stamina Regeneration: 6/hour ↳ [Resilience trait synergy]
Mana: 10 Mana Regeneration: 1/hour ↳ [Origin trait detected. Purpose: Unknown]
[Primary Attributes]
Strength: 9 Agility: 8 Speed: 2 Endurance: 14 Intelligence: 6 Wisdom: 5 Charisma: -5 Luck: 3
Unassigned Progress Points: ↳ [10]
Abilities
Aggro Magnetism – Lvl 5 (Active Aura) • Effect Radius: +10m • Duration: 5 seconds • Cooldown: 25 seconds • Affects up to 5 hostile targets in range • Enhanced Pull: Applies -1s reaction delay and light stagger • 15% chance to resist dispel or silence effects • [Taunt Echo]: If Rage Debuff is resisted, 50% chance nearby enemies are affected instead
Rage Debuff – Lvl 4 (Applied Effect) • -28% Dodge • -28% Endurance • +15% Stamina drain per action • 32% chance to miscast Abilities • Lock-on: Target cannot disengage voluntarily during effect • Duration: +1s • [Frenzy Feedback]: +5% AoE damage received
Unwelcome Mat – Lvl 3 • Passive: +10% mitigation while guarding or defending others • Active (Cooldown: 10 min): Redirect lethal damage from an ally within 5m • Bonus: If you survive, recover 20% Health and Stamina • [Defiant Hold]: On activation, applies +10% Resistance to all crowd-control effects for 10s
Crash Tackle – Lvl 4 • Charge Time: 0.5 seconds • Range: 8m • Damage: 120% Strength + Endurance scaling • Effect: Stuns for 3s (5s vs Rage Debuff targets) • Momentum Break: Larger targets are [Toppled] • Reposition Chain: On hit, reset dodge cooldown and gain +10% Movement Speed (3s) • Passive Bonuses: → +10% Physical Resistance, +10% Status Resistance for 6s after successful tackle → Now generates +15 Threat
Anvil Break – Lvl 3 • Trigger: HP < 10% • Effect: Emit force pulse in 10m radius • All enemies staggered; restore 20% Max Stamina • Immunity to interrupts for 3s after pulse
Tactical Provocation – Lvl 2 (Active) • Cooldown: 30 seconds • Select enemy is forced to target you for 10s • Target receives -15% Accuracy, -10% Crit Chance during effect • New: Successful taunts apply [Disoriented] for 2s
Opportunistic Counter – Lvl 2 (Passive) • Triggers when enemy misses or is disrupted in melee range • Retaliatory strike: Moderate damage scaling with Strength and Endurance • New: If target is under Rage Debuff, applies -10% Defence for 4s
Zone of Authority – Lvl 2 (Active) • Cooldown: 75 seconds • Duration: 12s • Radius: 5m • Enemies inside suffer -12% Speed, -15% Defence • You gain +12% Damage Mitigation and +7% Accuracy while within • New: Allies inside zone gain +5% Defence and Status Resistance
Controlled Catastrophe – Lvl 2 (Active) • Cooldown: 5 minutes • Cost: 30% Health and Stamina • Unleash chaotic burst affecting enemies in 8m radius • Effects: Blind, Stun, Disorient, Slow for 5s (50% chance each) • New: Survivors of the burst are Weakened (-10% damage) for 10s
Traits
Stubborn Constitution – Lvl 5 (Passive) • Resistance to knockback, stagger, panic • Enhanced pain tolerance • Minor bleeding, fatigue effects suppressed • New: Auto-remove [Winded] once per encounter • +5% Damage Resistance while below 30% Health
Lineholder's Instinct – Lvl 5 (Passive) • +15% Mitigation when solo within 8m of enemy • Immune to first two [Fear] or [Terror] effects per encounter • Enemies under Rage Debuff suffer -20% Attack Speed • New: All [Engaged] enemies within 3m have -5% Defence
Shadow Marked – Lvl 3 (Passive) • +18% Resistance to Poison, Corruption, Infection • First [Venom], [Toxin], or [Paralytic] nullified each encounter • Shadow-aligned detection returns "Unstable" • Suppressed side effects: dream leakage, hallucinations, heat variance • Current Drift: [Shadow Tolerance 6%] ← Monitored
Strategic Instinct – Lvl 3 (Passive) • +17% to situational awareness in defensive encounters • Enhanced predictive targeting in low visibility • +6% to Group Morale when acting as Command Node • Stacking effect active
Skills
Closed Circle [Combat | Hand-to-Hand] – Lvl 6 • +42% bonus to grapples, disarms, restraints • +27% Damage on melee strikes with fists, knees, elbows • Lock and Break: Disarming applies -12% Stamina Regen for 10s • Submission Loop: 22% chance to apply [Suffocating Hold] at <30% HP • Enemies struck while grappled suffer [Off-Balance], [Suppressed Reaction]
Weighted Argument [Combat | Blunt Weapons] – Lvl 6 • +25% Impact Force, +20% Stagger Chance • Improvised weapons: +20% Durability • Fractured Rhythm: 10% chance to skip enemy's next action • Heavy Rebuttal: First hit interrupts and generates +10 Threat • Object Lesson: Holding battlefield detritus triggers 3m intimidation aura: +5% Threat
Improvised Javelin [Combat | Thrown Weapons] – Lvl 3 • +12% Accuracy vs Distracted, Staggered, or Unaware targets • +12% Impact Force within 15m • Passive: Instinctive trajectory compensation upgraded
Sidestep [Combat | Defence] – Lvl 7 • Auto-dodge: 70% chance • +30% Dodge bonus vs heavy weapons • Momentum Flow: +16% Damage and Impact Force on follow-up • Deflective Instinct: 25% chance to convert failed dodge into glancing hit • Sidestep → Crash Tackle: +12% Tackle Damage, applies [Extended Stagger]
[Title: Defiant] Marked as an anomaly who defies celestial symmetry. • +5% resistance to magical and political coercion • +5% Influence with unaffiliated/rebel factions • Hostile Celestials prioritise you as destabilising • Reputation gain with Order-aligned entities reduced
System Advisory: This Title cannot be removed, bartered, or concealed. "Not all chains are visible. Not all rebellions are loud."
[Inventory Modifiers] Expanded Inventory Slots: +12
Two levels. I'd gone up two whole levels! And I had ten Progress Points to assign! That alone would've been a massive deal, but I could see that a bunch of my other stuff had moved up, too. The aura, the counters, the tackle… Even Unwelcome Mat, which I still thought sounded like a cursed bath accessory, had grown itself some teeth. And Lineholder's Instinct… it wasn't quite precognition, but still.
This narrative has been purloined without the author's approval. Report any appearances on Amazon.
I was about to start assigning my PP when I saw a notification that hadn't been dismissed when I'd opened my Core Sheet.
[System Alert: Gear Adaptation Protocol Available] Class Alignment: Iron Provocateur Set Detected: Vestments of the Reluctant Anvil (5/5) Status: Eligible for Unified Upgrade Available Progress Points: 10 Warning: Adaptations are permanent and will overwrite previous passive effects.
Well, that looked interesting.
I hadn't given it much thought before now, but every game I'd ever played drilled the same rule into my skull: level up, gear up. If you failed to update your equipment, your fancy new abilities wouldn't be able to save you. Normally, that meant a whole lot of grinding for drops you didn't want, begging merchants with crap inventory, or trying to beat a boss while wearing what amounted to enchanted cardboard.
This latest System Alert was pretty interesting. Because it looked like, if I used my PP this way, my set wouldn't just keep up, it could grow with me. The bonuses I'd been leaning on - extra Threat, Endurance bonuses and those subtle little nudges that let me take a hit and stay upright - they could be reconsidered.
Groovy.
I clicked open on the notification.
[System Offer: Unified Set Upgrade – Vestments of the Reluctant Anvil → The Defiant Set: Vestments of the Anchorfall Line]
You have survived encounters well beyond your integration tier. Your actions at Anchorfall have reshaped the System's understanding of your role. Your gear has noticed. It remembers. You may now evolve your entire armour set to match your progression.
Cost: 10 Progress Points Result: All 5 equipped items upgraded to enhanced variants Final Set Bonus Overwritten: New synergy based on Anchorfall Defensive Metrics
Gear Adaptation Results (Full Set Upgrade – Applied if Confirmed):
Carapace of the Defiant Line (Upgraded from: Carapace of the Unwanted Honour) Slot: Chest Armour Armour Rating: High Endurance: +2 Charisma: -2 Threat Generation: +15% when engaged by multiple enemies Passive: Shared Burden Protocol → When guarding an ally, 50% of damage is redistributed among nearby enemies (5m radius) → Gain +5% Stamina Regeneration per enemy within 5m
Mask of the Reluctant Apex (Upgraded from: Mask of the Last to Fall) Slot: Headgear Armour Rating: Light Endurance: +2 Charisma: -1 Threat Generation: +5% when below 50% Health Passive: Gaze of the Warden → While Aggro Magnetism is active, affected targets gain [Suppressed Courage]: -10% Morale, -5% Tactical Coordination → Aggro Magnetism now affects +1 target and persists 2s longer on final target
Ring of the Reluctant Vanguard → Signet of the Anchor's Claim Slot: Accessory (Finger – Right) Endurance: +1 Threat Generation: +10% when Aura is active Passive: Hold the Line → When Health falls below 25%, become immune to forced movement and status disruption for 6s → Nearby enemies slowed (-10% Speed) while effect persists
Gloves of Practical Disdain → Gauntlets of Earned Scorn Slot: Gloves Endurance: +1 Passive: +10% Damage against foes affected by Rage Debuff → Striking a debuffed enemy generates +5 Threat → Successful parries grant +2% Status Resistance for 5s
Boots of the Apprentice → Boots of the Reluctant Vanguard Slot: Boots Endurance: +1 Passive: +10% Dodge Recovery Speed → While standing alone (no allies within 6m), gain +5% Movement Speed and +5% Impact Resistance → Successful Dodges reduce incoming damage of next hit by 10%
Final Set Bonus: Anchorfall Line – Vestments of the Defiant
Each point of Endurance now grants: – +1 Max Health – +1 Max Stamina – +0.5% Status Resistance – +0.5% Knockback Resistance Passive: Anvil Unbowed → When standing alone, gain +15% Damage Mitigation and +10% Threat Generation → Unlock Ability: [Anvil Break – Level 2] • HP Threshold: 10% • Effect: Pulse of force staggers all enemies in 10m radius • Restores 25% Max Stamina • Applies [Warded Presence] to self for 8s: 20% resistance to all incoming effects
[System Note: You do not carry this weight because it is yours. You carry it because no one else would.]
Well, that all looked pretty damn cool and, I noticed, was linking into the village itself. Which could only be a net good. But spending all 10 PP on updating my gear? Was that not being a bit profligate?
I looked over at Scar, who was still clearly wrestling with the possibilities of adding his own Progress Points, staring at his menu like it was a treasure map and he was trying to decide which island to plunder first.
For him, this must feel like a once-in-a-lifetime miracle. From the look on his face, he was treating the occasion with devout reverence. From what I knew of his life in Bayteran, years would have gone by without him ever seeing the glint of a Level Up message, and here he was, flush with points to spend. I imagined he'd be quiet for some time, savouring the moment/
But that wasn't true for me, was it? I was barely a week into my second go at life and was already sitting at Level 8, which - if I believed all the hype - made me a certified, bona fide powerhouse. At least in this part of the world, where folks treated anyone above Level 5 like they'd just sprouted wings and started spitting lightning.
And that wasn't exactly wrong, was it? I'd taken down a Minotaur Dungeon Boss in a fight that, frankly, felt a bit biblical at the time. I'd built a village from a few sad shacks and a particularly dreary well into something that could actually hold its own against three armies. I'd soloed an entire Rebellion attack bent on turning that village into a crater. Oh, and I'd faced down a literal God and didn't even blink, thank you very much.
And let's not forget, I'm currently 1 for 1 on the "successful battlefield general" front. Hardly a thing of beauty, but a win's a win.
When I put it like that, yeah, I was absolutely killing it.
I accepted the gear updates, noting that I now had 16 in Endurance, which was nice, and then checked out the notification linked to my morningstar
[Item Updated: Threshold-Warped Morningstar – Level 8] Class Compatibility: Iron Provocateur – Confirmed Type: One-Handed Blunt Weapon Rarity: Growth Item Current Level: 8 (Auto-Sync to User Level)
Base Damage: 44–62 Scaling: Strength + Endurance @ 130% Durability: Stable (Auto-repair on Level-Up)
Updated Effects:
+20% Stagger Chance
(↑ from 15%)
+20% Impact Force
(↑ from 15%)
[Rage Strike – Enhanced]:
Striking a target under Rage Debuff applies
[Unbalance]
for 6s.
→ Target suffers -12% Defence and +10% Stamina Drain while affected.
→ Now triggers an AoE Threat Pulse (5m) for +15 Threat.
[Heavier Than It Looks – Refined]:
Each hit against an affected enemy generates +8 Threat.
If wielded while under 50% Health, gain +5% Lifesteal for 3s.
→ Bonus Threat Generation increases by 15%.
[Anvil Echo – Improved]:
When struck by a melee attack,
25%
chance to trigger a retaliatory shockwave.
→ Shockwave radius: 4m
→ Now causes
[Minor Stagger]
and applies
-10% Attack Speed
to affected enemies for 4s.
Cooldown: 8s (↓ from 10s)
System Advisory: Your grip is steadier now. Your strikes heavier. The morningstar remembers the weight you carry—and it swin with you.
And then, with a loud 'ding', a final notification appeared.
[System Message: Achievement Unlocked – Peak of Mortal Strength (Rank 1)] You have risen where others falter. Whether by stubborn will, relentless training, or sheer refusal to yield, you have pushed one of your core attributes beyond the reach of ordinary men.
Condition Met: Core Stat ≥ 15 Applicable Stat: Endurance
Effect Unlocked: – +5% effectiveness to all calculations using Endurance (Health, Stamina, Mitigation, Status Resistance, etc.) – Allies within 5 metres gain +2% Endurance while in your presence
System Advisory: They watch you for strength. They stand because you do. Do not fall.
Okay, so first of all, I don't really know what it means when it says a 'passive 5% increase in that stat's effectiveness'. But it sounds like my Endurance just got... purer? Like, it had got 5% better, right?
And, on the face of it, 5% isn't all that, although I had a feeling that was probably going to start being a thing the higher my numbers went up. Maths absolutely isn't my thing, but while a 5% boost to each point in 15 would be... not a lot. 5% of 200 would be a deal.
So, if I started to move all my other stats toward 15, it wasn't exactly a wild leap to think I could rank that Level 1 achievement up. And when that 5% core stat boost ranks up and then starts scaling up as I move into bigger numbers, well, I'd essentially have myself a permanent, stacking buff that was going to keep growing. A casual 45% boost or something like that in the near future didn't seem too out of reach. And from there…
Wowza.
I thought back to that morning I woke up in my dingy Camden flat, the floor with all those water stains that looked like they were plotting something and the whole place smelling faintly of mildew. Now, I was standing here, armed to the teeth with stats and abilities that defied anything I'd ever imagined. The entire world had shifted, turned itself upside down and handed me an edge.
It almost made it seem like a little light assassination on fate's behalf felt like a small price to pay.
If you find any errors ( broken links, non-standard content, etc.. ), Please let us know < report chapter > so we can fix it as soon as possible.