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Rogue Ascension: Book 4: A Progression LitRPG
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Rogue Ascension: Book 4: A Progression LitRPG


  Rogue Ascension

  Book 4: A Progression LitRPG

  Hunter Mythos

  Luckrun Publishing LLC

  Copyright © 2023 Hunter Mythos

  All rights reserved

  The characters and events portrayed in this book are fictitious. Any similarity to real persons, living or dead, is coincidental and not intended by the author.

  No part of this book may be reproduced, or stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without express written permission of the publisher.

  Cover

  Contents

  Title Page

  Copyright

  Cover

  0.a. Series Recap

  0.b. Profile and Powers

  0.c. Glossary

  1. Sword Saint Warrior versus Shade Dragon Rogue

  2. The Shade Dragon Rogue is Insane and Overpowered

  3. The Art of Power and Intimidation

  4. The Unstoppable Six and the Renegades

  5. Sneak into the Unstoppable Army

  6. Oath of the Perfect Stealth Run

  7. Blood Cat Cleric and Battlemaid Mollysea

  8. The Butchered Plan of the Unstoppable Six

  9. Joey’s Wrath is Truly Unstoppable

  10. The Baddest Man They Could Ever Face

  11. What’s an Army to an Assassin?

  12. Workman: Dedicated, Focused, Unstoppable

  13. The Good and the Bad of Being Overpowered

  14. The Dilemma of Tidal Moon Lord

  15. The Tale of the Dragon and the Princess

  16. When Joey Takes a Break and Cultivates

  17. To Have the Power of Multiversal Fate

  18. It’s Hard Keeping Up with Joey Eclipse

  19. Super Florida Man Fun

  20. In Multiverse Z, You Shouldn’t Have Jinxed It

  21. Supreme Specialists versus Shade Dragon Rogue

  22. The Consequences of Eating Her Cake

  23. Tidal Moon Lord versus Shade Dragon Rogue

  24. Honored Master with Multiverse Z Awards

  25. Joey Eclipse Bounty Hunt War Aftermath

  26. But Wait, There’s Still More!

  27. Zambwi Shadow Prince and War Siren Princess

  28. The Shadow Prince Must Set an Example

  29. When the Haters Keep Slandering Your Name

  30. Renegades, Mount Up and Roll Out

  31. The Beast Delegation Refuses to Have a Prince

  32. To Cultivate as A Roguish Prince of Shadows

  33. The Tale of Good Men Suffering

  34. The Long Awaited Return to New Zam City

  35. The Primordials of Curious Interests

  36. Shady Politics with Joey and the Squad, Part 1

  37. Shady Politics with Joey and the Squad, Part 2

  38. Shady Politics with Joey and the Squad, Part 3

  39. Blood, Mayhem, and a Magical Lair

  40. Progression Gauntlet and System-exploit Actions

  41. To be a God Among Men

  42. The Hero of Dark Greatness

  43. Elsewhere, the Haters Prepare to Attack

  To Be Continued

  Books By This Author

  About The Author

  LitRPPG Group

  Facebook Groups

  0.a. Series Recap

  Before the initial clash of steel and spells, Joey’s mind flashed through cliff notes and snapshots. Quick summaries of events that he’d experienced in his new Multiverse Z life. If he were to die to the Sword Saint, at least Joey owned an unbelievably impressive list of milestones and exploits.

  One:

  Joey arrived at Multiverse Z as a Great Adventurer with no tutorial, choosing the path of the Shade Dragon Rogue. Using a mix of shadow, necromancy, and dragon magic, he killed monsters for a kraken named Curi while getting transported.

  The two became fast friends as they ventured through the tides, met war sirens, met the incredible but tyrannical War Siren Princess Maylolee Suzuki, and embarked on quests to help the princess and her people.

  Joey gained new shady dragon magic, slaughtered countless monsters, ran away from a devil, gained new friends, and uprooted the establishment at New Zam City as part of a plot to gather the best adventurers.

  This was when the hunt for Joey Eclipse and the unbelievable reward started. Joey fled a city filled with adventurers greedy for coins with his Renegades and Battlemaid.

  Two:

  Joey, his battlemaid, and the renegades slaughtered beasts to reach a northern temple containing secrets of devils. Joey scouted ahead and got captured by Domer’s army of steady adventurers who used a mystical moon trap.

  He later escaped, delved deep into the temple, swam through a large underwater section, and reached a secret temple where he killed Domer and found a devil and the entrance to a dungeon. Inside the sand spire dungeon, Joey’s shady dragon magic grew further, and he met a friendly but mysterious dungeon guide called Mike.

  Together they avoided buzzard swarms, slaughtered the spider assassin queen in the spider tunnels, and entered Hieroglyph City where Joey had to engage in politics: removing or killing the competition of the Hieroglyph Prince.

  Joey crossed the point of no return with his shady dragon magic and was going down a dark path. Mike revealed himself to be a big deal and reduced the dragon price – the curse – of Joey’s shady dragon powers so Joey could function better as a person. After helping the Hieroglyph Prince, Joey gained a way to access the sand spire and loads of equipment, skill books, and more.

  Three:

  Joey crossed the massive desert of the sand spire dungeon on the back of a giant millipede hauling a bunch of Joey’s cargo. With the help of his nonsensical shadow clones – gang, gang – Joey bested hordes of beasts and monsters and denizen bandits working with monsters.

  He survived nightmarish creatures at the bottom of massive pits and braved superstorms that nearly crushed him and his giant millipede caravan. Throughout the journey, Joey’s skills maxed out one by one, granting him upgrades with skill attachments.

  At the same time, Joey tapped into a mysterious power inside of him through meditation and uncontrolled essence release. He turned the area around him black and white with inner light he didn’t understand.

  After blasting their way through a spire grave filled with undead minions of the dungeon boss, Joey’s giant millipede friend died. He also found Mike waiting for him.

  Joey and Mike had a rocky reunion before transitioning into impossible dimension-bending scenarios where Mike taught Joey about fated essence and true magic. Then Mike helped Joey open his nine gates the best way possible: through meditation and intense action that pushed Joey to the edge.

  Joey opened his gates after winning a duel with Lightning-Bully Mike. Joey advanced to high foundational rank and celebrated with Mike and his new primordial mom, Fuzzy – who adopted him just because she wanted to.

  He learned of his tricky situation as oathbound, which was secretly placed upon him by the primordial known as Brit (the Holy Bully). Then Joey entered the sand spire, fought its floor bosses, looted them for new items, and climbed up.

  He fought more monster hordes and more bosses until he finally defeated the sand spire boss in an epic beam-o-war battle that smashed the entire spire.

  Joey became the first adventurer of the Tidal Moon Realm to both find a dungeon and defeat it. He became a dungeon master, gained new abilities, and learned a lot from his primordial friend Mike and his new primordial mom Fuzzy.

  After Joey created the first version of his Shade Desert Dungeon, he reentered the Tidal Moon Realm. And was greeted by a divine event refereed by Lord Tidal Moon himself.

  It was called the Joey Eclipse Bounty Hunt War, marking Joey himself as part of Multiverse Z history. The prize was 25 Multiverse Gold Coins, with no taxes or fees involved if saved in the Multiverse Bank. It was up for grabs if an adventurer could capture Joey within 14 nights. Or they could kill him and receive half the reward.

  Joey let himself go wild. Running through the jungle. Slaughtering steady adventurers who unwisely tried to attack him. Sparing and protecting a single nobody man named Albert, and then taking on a duel against his first great adventurer after Princess Maylolee Suzuki – who he should message soone since he could easily do so as a Dungeon Master.

  Either way, Joey had the Sword Saint Warrior aiming to kill him. And because of Joey’s oathbound nature and goals to gather the best adventurers around, Joey had to handicap himself and risk death under the blade of Sword Saint.

  Next Up:

  Could Joey manage the burden of his own oathbound handicaps and make the Sword Saint Warrior submit to him? As well as other great adventurers and interesting steady adventurers?

  Would he find his Renegades and … hopefully … his faithful battlemaid and instructor, Mollysea?

  What of the other plots involved?

  The naga assassins and Domer?

  The Supreme Specialists and their leader, Second Siren Mossy?

  More importantly, what would happen when the Joey Eclipse Bounty Hunt War ended?

  And how overpowered would Joey truly become?

  0.b. Profile and Powers

  PROFILE:

  Great Adventurer: Joey Eclipse

  Race: Superior Human - Shade Dragon Wings (Superior)

  Age: 18

  Path:
Shade Dragon Rogue lvl 99

  Singularities: Dragon Kingship (Epic), Dragon Annoyance (Basic), Dungeon Master (Unique/Level 75+), Blessing of the Assistant Primordial (Unique), Slay The Dread Whale! (Great Quest/Part 1), High Moon Achievement List (Great Quest/4 Complete), Joey Eclipse Bounty Hunt War (Unique Quest Event).

  Skills: Analyze + Major Item (Basic/Maxed), Chaos Finder + Chaos Attunement (Basic/Maxed), Danger Sense + Adrenaline Rush (Basic/Maxed), Meditative Stasis + Double Essence (Basic/Maxed), Roll With The Hits + Durability (Basic/Maxed), Assassin Grappling + Vital Sensor (Basic/Maxed), Scenic Discoverer + True Adventurer (Basic/Maxed), Hands of the Fade + Human Weapon (Basic/Maxed), Headhunter + Critical Head Strike (Basic/Maxed), Dominator + Added Toughness (Basic/Maxed), Monstrous Momentum + Healthmonger (Basic/Maxed), Armor Piercer + Double Penetration (Basic/Maxed), Short Sword Finesse + End Them Rightly (Basic/Maxed), Combat Acrobatics + Minor Air Manipulation (Basic/Maxed), Slick Knife Tricks lvl 24 (Basic), Glyphlock Hitman lvl 24 (Basic), Combat Swimming lvl 17 (Basic), Glyph Luck lvl 20 (Basic), Scope Eye lvl 19 (Basic)

  Spells: Dark Dash lvl 5 (Superior), Shade Dragon Tail lvl 1 (Epic), Shadow Clone Magic lvl 1 (Epic), Shade Dragon Breath lvl 1 (Epic), Shade Dragon Head lvl 1 (Epic), Shade Dragon Mirror Eye lvl 5 (Legendary).

  Semblances: Dungeon Boss Shadow Crab Chief lvl 125 (Al Bruce Crabton), Giant Millipede Caravan Driver lvl 100 (Little Happy Man).

  Essence: 8120 (+75%): 14210/14210 EP

  Mind: 270 (+2/level)

  Body: 270 (+2/level)

  Spirit: 272 (+1/level)

  Free: 0 (+3/level)

  Special Stuff: War Prince Short Swords (Superior/2), War Prince Kunais (Superior/4), Solar Beam Pistol (Superior/1), Centipede Twilight Stalker Outfit (Superior/1), Giant Apostle Glaive (Superior/1), The Blood Drinker (Superior/1), Infected Centipede Headwear (Superior/1), Web Pistol (Basic/1), and much more…

  MAJOR ABILITIES/SINGULARITIES:

  [Shade Dragon Rogue (Path): This path might be one of a kind. Shade grants shadowy, necromantic, and dark powers. Dragon grants incredible power at the cost of emboldened vices. Rogue improves on focus, agility, fortune while having an affinity for short blades, stealth, and dishonesty.]

  [Superior Human: Being a human is one of the most common racial templates in Multiverse Z. So let’s spice that up with a dragon archetype fusion. Not only do you get a new spell, you get a racial ability matching your path, Shade Dragon Wings (Superior). You also gain a 25% buff to your Essence.]

  [Shade Dragon Wings (Superior): This racial ability is as strong as your path level and stats. There are two activation settings. The first setting conjures shady ghost wings that can spread some dread with a touch. The second setting solidifies the wings and grants you some magical flight.]

  [Dungeon Master (Unique/Level 75+): You’re the master of the Shade Desert Dungeon, Level 75+. You can utilize a dungeon system menu with tabs to administer your dungeon and receive dungeon system messages and alerts. Take care of your dungeon and invite adventurers to build up DP. You gain the ability to use the dungeon dimensional storage along with other perks that are disclosed in your dungeon master menu such as a 50% buff to your Essence.]

  [Dragon Kingship (Epic): Your kingly pride as a dragon refuses efforts to put you down. Gain a 200% buff to your willpower, strength, and intellect when under unwanted influence or disrespect.]

  [Dragon Annoyance (Basic): Those who annoy you must suffer for their folly. Gain a 50% buff to your fire related attacks when burning annoying targets.]

  [Blessing of the Assistant Primordial (Unique): Once every three days you can pray to the Assistant Primordial for one of two abilities. Aura: you extend a pleasant aura that lifts the spirits of many allies around you and makes it easier for them to help each other. Summon: a servant of the Assistant Primordial appears to give aid and support similar to a cleric. These abilities are tailored to your sphere of power and have a limited duration based on your level multiplied by one minute: 99 minute duration. You can only use one primordial blessing a day.]

  SKILLS:

  [Analyze (Basic/Maxed): Some levels, qualities, creatures, text, languages, and signs can be analyzed through a system message. Your profile runes can be examined deeper. Knowledge isn’t always power. But it’s nice to know which ancient dungeon pathway has a sign saying “safety is this way” and which one says “you’re going to die if you go this way.” ] + [Major Item: People can have some good stuff on them. Normally, you can’t use Analyze on their stuff. With this, you can. Might be great if you got sticky fingers or if you want to know the name of their fancy fits.]

  [Chaos Finder (Basic/Maxed): You will passively notice weaknesses and exploits that can produce chaos for your enemies. The chaos will better your focus, too. You have two types of adventurers. They’re both a pain. But I deal better with the orderly ones. It’s hard predicting the ones who thrive in chaos.] + [Chaos Attunement: Become attune with chaos. Incorporate it into your body. Punch your enemies with the sparks of probability.]

  [Danger Sense (Basic/Maxed): Use all six senses to notice any strange things happening around you. These can be threats. Or it can be your paranoia acting up. Figure it out quickly, and feel better prepared. He’s gone paranoid, mate. I’m telling you, he keeps thinking people are out to get him. Yes, yes, he survived thirteen assassination attempts, but surely he can relax a little.] + [Adrenaline Rush: Your heart is pounding. The blood boils. Become like your primal ancestors and grow fiercer, more desperate, while under danger.]

  [Meditative Stasis (Basic/Maxed): Enter a stasis that reduces your bodily needs, clears clutter from your mind, and incrementally increases overall recovery. Even when time seems to flow faster, you can exit stasis instantly. Monks told me I need to slow things down. Get in touch with myself to be my better self. I’ve tried it out. Now time seems weirdly liquid. It’s a little freaky, but I can’t stop doing it.] + [Double Essence: Recover twice as much essence when meditating.]

  [Roll With The Hits (Basic/Maxed): The attacks are coming. And you can’t avoid them all. Endure what you can. Lessen the damages with deceptive movements. I could’ve sworn I was hitting this guy with everything I have. But then my sword arm gets tired and he attacks like he’s never been hit!] + [Durability: You are toughened when rolling with hits, making it easier to avoid large amounts of damage.]

  [Assassin Grappling (Basic/Maxed): Get in and out of grappling situations with the intent to kill or severely harm a target. This works better while on the move, keeping your momentum. I watched this big warrior attack this little man in rags. The little man became a blur of action and jumped the warrior, crawling all over. What I saw next still haunts me to this day.] + [Vital Point Sensor: When you physically contact an enemy, you can sense their vital points. Striking any of these points can deliver critical damage if not outright kill the target.]

  [Scenic Discoverer (Basic/Maxed): You’ll passively sense areas of opportunity for a great scenic view. It could lead you to interesting locations. Part of the fun with this adventuring business is the views. No matter how detailed the tales, seeing is believing.] + [True Adventurer: The journey is half the adventure. Activate to recover a small percentage of your losses in health, stamina, and essence from during a journey to a particularly scenic location. Can only be used once every three days.]

  [Hands of the Fade (Basic/Maxed): Strike hard and fast when going from armed to unarmed. Palms and backhands work best. “Heh, heh, heh. We took away all of your weapons. And the room is bare, so no makeshift weapons. Now you’re dead meat!” These were the last words of a villain before receiving a backhand that shattered his skull.] + [Human Weapon: You don’t need a weapon to be a weapon, modifying this skill. Any time you transition from soft to hard maneuvers while unarmed, Hands of the Fade’s full effect activates.]

  [Headhunter (Basic/Maxed): Sharpen your aim and strike true. Your attacks to the head will hit a little harder as you grow more confident. If you’re going to kill a man. Do him a favor and aim for the head. I’ve died quite a few times, and I rather go instantly.] + [Critical Head Strike: When you strike an enemy’s head while having a clear advantage over them, the damage will be doubled.]

 

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