[Arc 2] Chapter 12: Undeads, Cursed Weapons, and Black Magic (?)
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A new day, new opportunities. WOHOOO!

...Not working. Forcing myself to act positively ain't working for the life of it.

There are two reasons for my low spirit. One is the nasty lucid dream I had yesterday night. As some smart folks can guess, it was the prophecy dream again. The difference from before was that my weapon was changed from a katana to a smaller kodachi. That, and there was no pain this time. Last time was due to Alvatria's intervention, damn her.

Due to the surprise of reliving the same dream for the second time, I was too dazed to take any actions against it and was done in by that mystery attack again. The finisher was different from last time, but please, don't make me retell that tale. 

And the second reason is due to something before I went to sleep:

Yesterday, I used the claw-like enhancement item on my Straight-Edge Katana, but the result went way too weird when I let my inner chuuni soul take over. 

=====================================================================

Name: Orimaru

Race: [Living Cursed Kodachi]   | Level: 1

Owner: Garami

Karma Value: 0

Skills: 12

Titles: 1

Skill points: 1.0

 

HP: 150/150   | MP: 40/40   | SP: 0/0

STR: 101   | VIT: 50   | MAG: 10

RES: 60   | SPD: 80  | DEX: 100

INT: 80   | LUC: 100

=====================================================================

=====================================================================

SKILL LIST

Ability Skills: [ATK Enhancement (Small) LV1] 

Attack Skills: [Dagger Arts LV1] [Katana Arts LV1] [Mana Blade (Darkness) LV1] 

Active Skills: [Stealth LV1]

Passive Skills: [Critical Enhancement LV1] [Surprise Attack LV1]

Resistance Skills: [Curse Resistance LV5] 

Racial Skills: [Living Weapon] [Assassin Blade] [Mode Change (Blade)]

Elements: [Curse Element LV1] 

=====================================================================

How in the world did things end up like this?! It's a freaking cursed blade! Ain't those who possess their wielder, and makes serial killers outta them?! Do not comment on my titles, please.

I think I know the reason why this happened though. The culprit is this guy: [Kin Promotion].

Yesterday, when I named the sword just for the kick of it, I was imagining how cool it would be to use it to assassinate monsters, without being seen or heard, striking them out of the blue, and taking them down in one swipe.

Now then, why does this have anything to do with [Kin Promotion]? The skill's effects are to grant the target kinship to me, along with some of my skills that fit the potential kin. Both of these effects must be able to use at once for the skill to activate.

As I already should have understood with the Dino-trio incident, naming someone in this world must be equal to making them your kin, or family, or vassal, or anything like that. I don't know the detail, but the naming had cleared the first requirement for [Kin Promotion].

The second requirement, the skills that should be granted to the kin, was fulfilled more indirectly. Remember what I was thinking to do with the kodachi? Divide that paragraph into the following lines, and you get:

  • to assassinate monsters, without being seen or heard = [Stealth]
  • striking them out of the blue = [Surprise Attack]
  • and taking them down in one swipe = [ATK Enhancement (Small)]

I accidentally found three skills that the sword was able to learn. I'm kinda surprised that [Silence] wasn't included. Must be a question of affinity. 

So, both requirements were fulfilled, and I got a kin in the form of a sword. That's not too terrible, but why did it have to be cursed?!

I appraised the race(?) of the sword, and this is what I got:

=====================================================================

Appraisal Result:

Race: Living Cursed Kodachi

Rank: E+

Type: Living Weapon

Element: Curse

A dagger that originates from Wakoku, who has been exposed to aether, granting it life as a Living Weapon.

These types of daggers are named kodachi in Wakoku, and looks like a katana from the same country, only in the size of a dagger, meaning the size of less than 60 cm. Due to these characteristics, this Living Weapon is granted two types of Art skills, [Dagger Arts] and [Katana Arts].

A Curse-attribute Living Weapon is born when it is used by an individual with a huge negative Karma, as well as being exposed to a large amount of wicked aether.

=====================================================================

Cursed. I had hope that the weapon was still safe to use, but the name of the race made that hope run away. Then I saw the curse skills, and the hope booked a flight ticket abroad. And with this appraisal result, the hope was gone from this realm.

*sigh*

I'm not gonna use a cursed weapon, living or not. Therefore, I sealed the kodachi into the sheath I had, and used my threads as a sealing medium, wrapping the whole cursed shebang in place.

Good thing the only difference between it now, and before the enhancement, was just the length of the blade. And that this thing can't move on its own. Even the [Mana Blade (Darkness)] ability needs the wielder's mana to work, not the sword's own. I checked it with [Appraisal], along with the other skills. No need to worry about a breakout here. 

The sword doesn't have enough strength to break free from the thread binding I applied to it even if it could move. Speaking of stats, this thing is pretty strong for an E-rank monster. Is it because it was originally a C-rank item? And why did a C-rank item degrade to an E-rank anyway? The only unnatural thing I could agree to was the 0 SP. It would be stranger for things to have SP, meaning stamina, in the first place.

Speaking of strange sword stuff, one can see that the effects that the sword had before have been remade into skills. The skills ain't any different from when they were effects, but the "bonus damage with critical blows" effect has turned into [Critical Enhancement LV1]. Then, there's the [Living Weapon] racial skill. This is an obligatory skill for Living Weapons, and the effects are as following:

=====================================================================

Skill: Living Weapon

Skill type: Racial (Living Weapon)

Attribute: none

Effect:

  • Ownership
    • Allows the registration of one owner.
    • Allows the owner to activate the skills of this skill's owner by using their own mana.
  • Arts Sharing
    • Allows the sharing of Arts-type skills

=====================================================================

This skill lets the weapon act like, you know, a weapon, while being some sort of ghost, or spirit, or whatever it is. It's not written anywhere that the weapon can't go against the owner, so I'm keeping it under locked up till I find out more about this thing. The Kigal-Note wasn't too clear on the subject either, so I need to see a blacksmith that specialize in cursed weapons.

I've been keeping a good pace since after breakfast, and have walked a distance equal to a quarter of what I did yesterday. I was tempted to buy that [Running] skill, the one that the raptors of the Water-Knot all knew, but I refrained from it. What good is it to buy a skill I'm not even sure I'll use more than once? 

The cursed sword has been letting out some kinda depressed aura since I left the boulder formation. It can't talk or move or anything, but you can feel that it's depressed just by looking. Does it make use of Mana Blade for that? The Curse Element? Still not letting it out. 

Oh? The aura disappeared? What's going on, I've got no clue? Not.

It's these guys who [Sense Threat] has warned me about them for a while now. I noticed them a few minutes after I left the boulders, but they were too slow to catch up to me. If I had the stamina to run at my max speed all the time, I mean. The opposite side has, like, an endless amount of SP. And new additions have been added as I kept going.

Trying to run away from these guys would just end up with me being surrounded, and too exhausted to fight back. Not to mention that I'm curious as to why these guys don't lose me, or better said, why they even noticed me from the beginning. I've been running [Stealth] on all this time,  but it doesn't work on those pursuers.

My curiosity got the best of me, so I stopped and waited for the pursuers to come closer. Now then, what kinda bastards are these [Stealth]-breakers?

A little while later, and I got my answer: Skeletons.

---

Skeletons?! The typical weaklings in RPGs?! And way scarier in real life!

Despite me saying that the fear was more that of seeing something unexpected, than that of something really scary. The skeletons are just that, walking skeletons. I was way scarier than those guys during my Grey Demon age. Why should I stay scared of them?

A quick [Appraisal] revealed the secret of these guys' stalking prowess: the skill [Life Detection]. It's a racial skill, only available for undeads, and lets them notice any living being in the area. All that running around must have pinged their sensors too much for [Stealth] to keep it hidden. Sorry [Stealth]. There were no SP-related skills they had in common, so it must be a trait that skeleton monsters have. The reason they had enough stamina to keep up with me, I mean.

No biggie. These guys are way weak.

=====================================================================

Race: [Skeleton Fire Mage]   | Level: 1

Skills: 7

 

Main Class: Fire Mage

 

HP: 40/40   | MP: 71/71   | SP: 33/41

STR: 11   | VIT: 17   | MAG: 52

RES: 32   | SPD: 29  | DEX: 11

INT: 67   | LUC: 79

=====================================================================

There are more than 20 of guys like this one, of different races, which matches their main class. There's Skeleton Soldiers, Skeleton Swordsmen, Skeleton Mages, including this sole Fire Mage, and Skeleton Scouts. The last guys must be the reason why they never lose my track. 

All of the skeletons have weapons and armors related to their classes. Robes in the case of the Mage classes. Where did they get those? Maybe from unlucky Adventurers? Or, are thy the unlucky Adventurers? They're unlucky either way since they chose to target me with those stats. 

The first guy to go out is the Fire Mage. Poison ain't any good against undeads anyway, and if all my threads get burned out, I'll have even less to stand up against these guys. With that in mind, Ghost Step!

"---!" - Skeletons 

Before the bags of bones could comprehend what just happened, I had arrived behind the Fire Mage, located at the back row of the skeleton party. With the coast clear, I smashed the back of the Fire Mage's neck, using the sword sheath as a blunt weapon.

The sound made the other skeletons notice me, but the harm is already done. Now that there's no fear for fireballs, I'll keep this up and target the remaining Mages before they start casting, forget that last part. They've already started.

I dashed towards the skeletons, not the Mages, but the Scouts. Right before the Scouts could attack me, they were hit with the spells released by the Mages and doubled up as shields for me. The Swordsmen and Soldiers tried to attack me, but I threw the lightweight Skeleton Scouts, or what remained of them, towards the vanguard skeletons. And they cut down the Scouts without hesitation. Yikes. 

They did buy me some few seconds, just enough to charge towards the 5 remaining Mages. I attacked the first one with Fatal Blow towards the neck, then ran towards the second one, and delivered a flying kick, Mana Burst attack on its face, breaking the skull in the process.

I threw a Light Bullet towards Mage number 3 but was interrupted by the vanguard skeletons again before I could go for the kill. Mage 4 and 5 started to cast magic again, so I switched tactics, seeing that either of the two used fire magic, and snared Mage 3 with some threads. I then used [Shooting] at full power to throw Mage 3 into the vanguard group, while dodging the magic attacks from the remaining two. Skeleton bowling. Fun.

Jokes aside, the frail Mage didn't survive being treated as a bowling ball, so he's out. The pins, err, vanguard group fared better, but they're still kinda shaky, especially the last few Scouts that survived both the magic blasts and the bowling match. I started to run towards the remaining two Mages who had grouped together. Didn't they see what happened with the vanguard group? Bones for brains.

The two shaken Mages shouted towards the vanguard group, trying to get their attention. I think they were shouting, difficult to know since they don't have any vocal cords. The vanguards got it, must be a skeleton thing. They started to chase after me and caught up with me just before I got to the Mages.

Now then, for those of you wondering how the vanguards, who were damaged, and slower than me from the beginning, managed to catch up with me? The answer is one simple word: Mirage. 

I never aimed for the remaining Mages from the beginning. They only knew of wind, and water magics. They can't even use Basic Magic! Why aren't they called Wind Mage and Water Mage then? Because they don't have the respective elements like the Fire Mage from the beginning?

Thanks to the Mirage, the Swordsmen and Soldier Skeletons left the Scouts while hurrying towards the Mirage, giving me free room to assassinate the Scouts leisurely. I didn't even use a single [Assassin Arts], I just picked the bones apart, one piece at a time. The Scouts were making some funny expressions, or at least they tried to, despite only having a skull for a face.

Some of the vanguards noticed this, even though I had [Silence] up and running as well! I need to increase the level of that thing. Too little, too late. I snapped off the neck of the third, and final Scout, leaving the two Mages at the back, and the whole vanguard group right in front of them, which blocks their line of fire against me.

I just got a good idea. With the skeletons huddled up so nicely, isn't this the perfect chance for some target practice? With that in mind, I started to fire Light Bullets like they were on sale. They're faster to cast than Light Arrow, so they're perfect to use as a Gatling gun replacement.

The vanguards get bombarded with light magic, and can't move forward. The two Mages in the back tries to use magic of their own, but they're slow as hell compared to me. And the few spells they manage to throw out just hit the vanguard in their back. 

Hm-hm-hm. If I keep on this, I'll reach LV20 with [Lesser Light Element] before the skeletons are taken out. And then I can go for the upgrade! Normal-rank elements are more important than the lesser ones. The Dragon Slayer reward skill is an example of that. I was only able to get the skills I had the corresponding normal-rank element. If something like that happens again, then I'll be able to get a light-attribute super skill! 

Uh-oh! While I was fantasizing of throwing Hydras and gigantic light bombs everywhere, the Skeleton Mages started to use their brains, or whatever's inside there, and went around the vanguard... hey! They're not getting into position! They're trying to run away! Even the vanguard group is shocked by the betrayal!

Grr, no way I'm letting you guys run away. Staves that Mages use are bound to be sold for more than some simple swords! I stopped the bombardment of light magic and started to run towards the vanguard group, who had been reduced to 4 Swordsmen, and 2 Soldiers before I noticed. I jumped towards the Swordsman right in front of me, used it as a springboard, and jumped towards the Mages.

I didn't forget to cover the remaining skeletons with the stickiest web possible when I jumped, keeping them trapped in place as if I had used birdlime on them. The springboard? It broke due to the Mana Burst jump.

While in the air, I aimed some more Light Bullets towards the skeleton in greenish robes, the wind magic user, and shot it down. The remaining one, the water magic user, noticed me and tried to repay the favor, but I threw a pierce thread towards its skull. Damned as my luck is, it went through the skeleton's empty eye socket and did no damage.

I quickly made up the mistake by attaching the thread to the inside of the skull with [Thread Control], and dragged the water user up in the air, towards me. The water user became so distracted that it failed its spell, and was met with an ax kick from me. The same moment as I landed, the water user was no more.

All that remains is the wind user, 3 Swordsmen, and 2 Solders left, all of them nicely secured in place. How should I cook these guys? I'm able to train [Light Magic] whenever I want, so why not continue what I was doing to the Scouts. I'm pretty sure that counts as dismantling them, so let's take one piece at a time.

"------!!" - Skeletons

And stop with the teeth chattering already!

---

Ahh, that was fulfilling. All this running and traveling these days had left me unsatisfied, so the skeletons were a happy surprise in the end. I needed to check out the loot, so I'm currently on break on a large hill.

The west-side turns into a cliff that goes into a downhill halfway down, so there are no worries that something can come up there. If they do, they'll make a lot of noise climbing on the brittle cliff. Other than that, being on the top of the hill allows me to see anything that may come up here, allowing me to check the loot in peace.

The skeletons may have started as a pain in the neck, but the whole event was rewarding in the end. I got 5 Rusty Iron Swords, 7 Iron Swords, 7 Rusty Iron Daggers, 5 Old Wood Staffs, and one Firogar Staff. The last one must be made from some Terra Sol native wood. Some of the Soldiers had some no-rust swords. This will give some pocket money if I manage to sell it.

For the armors they had, there's 6 Tattered Leather Armour from the Soldiers, and 1 Tattered Mage Robe from the Fire Mage. Just a guess, but I think this won't be as profitable as the weapons. Oh, and the other skeletons didn't have any armor on them.

I also got a ton of bones. The dismantling idea worked big time, netting me more bones than a dog could ever dream of! Not that I think these are so tasty. I'm planning on sharpening the bones to make kind of throwing darts, or throwing spike would be more precise.

The sheath got a real beating from the fight, so I wrapped it with so much thread, it looks more like an elongated cocoon. The cursed sword looks like it found the action enjoyable, despite being in the sheath during the whole. I appraised it, but nothing new had happened to it. Maybe the battle was like a roller coaster for it?

The attack was fruitful on the skill front as well.

=====================================================================

SKILL LIST

Ability Skills: [HP Enhancement (Small) LV1] [HP Auto-Recovery LV1] [MP Enhancement LV19]                                                            [MP Reduced Consumption LV4] UP1 [MP Auto-Recovery LV1] [SP Enhancement (Small) LV36] UP1                                                      [SP Reduced Consumption LV4] UP1 [STR Enhancement (Small) LV2] [VIT Enhancement (Small) LV1]                                                    [MAG Enhancement (Small) LV3] UP2 [RES Enhancement (Small) LV1] [SPD Enhancement (Small) LV5] UP4                                    [DEX Enhancement (Small) LV4] UP3

Attack Skills: [Assassin Arts LV26] [Mana Burst (Darkness) LV2] UP1 [Steal LV2] 

Magic Skills: [Light Magic LV21] [Darkness Magic LV2] [Shadow Magic LV32] [Basic Magic] 

Crafting Skills: [Thief Tool Creation LV8] [Assassin Tool Creation LV5] [Weaving LV3] [Poison Synthesis LV30]                                  [Medicine Synthesis LV30] [Thread Synthesis LV30]

Active Skills: [Stealth LV14] [Silence LV5] UP1 [Shooting LV22] [Aerial Movement LV2] UP1 [Ghost Step LV11] [Bloodlust LV5]    [Thread Control LV50] [Ultima Thread LV23] [Thought Acceleration LV38] 

Passive Skills: [Surprise Attack LV33] [Acrobatic LV18] UP1 [Magic Talent LV15] UP1  [Battle Continuation LV4]  [Dismantling LV20] UP2 [Parallel Minds LV2] [Auto-Mapping LV2] [Golden Ratio] [Language Adaption]

Resistance Skills: [Darkness Resistance LV10] [Paralyze Resistance LV25] [Charm Resistance LV1] NEW [Pain Resistance LV14] [Faint Resistance LV3] [Heretic Immunity]

Perception Skills: [Magic Sense LV25] [Sense Foe LV22] UP1  [Appraisal LV8] [Judging Eye] 

Leadership Skills: [Teaching LV1] 

Racial Skills: [Albino] [Kin Creation LV1] [Kin Promotion LV1] [Demonic Vault LV3] [Lewd Demon LV1] [Transformation LV14]  [Body Replica LV1] 

Unique Skills: [Hydra, Dragon of Poison LV4] 

Elements: [Lesser Light Element LV19] UP2 [Darkness Divinity] [Shadow Element LV22] [Poison Element LV8] 

=====================================================================

Just one level away from maxing [Lesser Light Element]! I'll finish that with some Light Spheres when I got the chance. And [Dismantling] reached LV20! It wasn't the max level though. Except for that, many ability skills has risen due to the traveling through the Deadlands, and the fight against the skeletons, along with some others. I'm personally still at LV3 though. The skeletons weren't that rich in EXP.

Some may have noticed it already, but I bought the [Charm Resistance] skill since it's something I thought would be useful on other occasions. I still have loads of Skill Points left, so maybe I'll use some now. I'm tired of making Throwing Bone Stakes anyway.

There's something I've been postponed for way too long now. A sub class! And why do I take up this subject now? Because of the skeletons.

Till now, I've been able to defeat any bad guys that came at me, with either webs, poison, or magic. But this time, any poison I could use wouldn't do anything, and the webs were in danger of getting burned without doing any good. Magic still worked, but that was only because the skeletons were weaklings. And even so, I needed several shots of it. Light Arrow may be more powerful than Bullet, but there's the possibility of the Arrow slipping through the skeletons, which made me chose the Bullets instead.

Then the question is, what should I do as preparations for eventual mega-undeads? My answer to that question is something I've been postponing for enough time now. A sub class.

My main class, Assassin, is focused on killing living beings. While I'm not what you could call 'helpless' against them, it's still a fact that I'm lacking resources to defeat something non-living, such as the undeads from before, to stuff like golems. That's why I'm gonna splurge on a sub class now, before reaching the city.

I wanted to check out with the populace of this world for some tips on what kinda sub class I should aim for first, but now that I know that there are some monsters that I have bad comparability against in this wasteland, I'm gonna need some extra firepower to my arsenal, just to be safe. Skill Shop, open up!

=====================================================================

SKILL SHOP

Available skill points: 26.0

Search by word: * class

Search by skill []

Available skills:

  • Class [Mage], 3 skill points (Original price: 7 points)
  • Class [Scout], 4 skill points (Original price: 7 points)
  • Class [Archer], 10 skill points
  • Class [Light Mage], 9 skill points (Original price: 10 points)
  • Class [Dark Mage], 5 skill points (Original price: 10 points)
  • Class [Hunter], 10 skill points
  • Class [Weaver], 9 skill points (Original price: 10 points)
  • Class [Apothecary], 7 skill points (Original price: 10 points)
  • Class [Tamer], 10 skill points
  • Class [Teacher], 10 skill points 
  • Class [Black Mage], 10 skill points (Original price: 12 points)
  • Class [Alchemist], 12 skill points
  • Class [Bounty Hunter], 12 skill points 

=====================================================================

Hehehe. A little wildcard here and all the classes pop up like commercials on the web. This is something I found out the first night after I checked the Urgent Quest rewards, but l pushed the idea back in the corner of my mind till I was certain I needed another class. And there's a lot of choices. So much, I'm getting unsure which I should pick...

When I think about that Seed-blessing blocking me from obtaining all of these, I'm starting to feel a little blue. Well, it reduced the Assassin class' cost from the usual 12, down to 7. And since I had Assassin-related skills already at that time, the price became even cheaper. But even that reduction must have been mostly the Seed's work.

The Archer class gives a boost in archery, and skills related to using the bow. I'm able to pick this due to using the crossbow back in the Dungeon, especially when I practiced sharp shooting so that I wouldn't waste the Emperor Poison Arrow I made back. But, I'm out of arrows, so having the class don't mean a thing! It's also not what I'm looking for either. If Light Arrow has the chance of failing against skeletons, then the odds are high that regular arrows will too.

Scout is a beginner class for those who want some education for classes related to sneaking. Too bad I'm already self-educated in sneaking. The same is for the Hunter class, as I'm good enough of a hunter already. Just ask those in the Water-Knot. Not that you can. Neither of those classes has the firepower I want, so I'll skip them.

Weaver is, something you guys already can guess. It's discounted due to my being able to weave webs already, and have done it for most of my life. And, I have the [Weaving] skill to boot. No need to explain what this class does.

Apothecary comes from [Medicine Synthesis], and all the stuff I made with the skill. Due to the skill being LV30 now, the class got that discount. As one can guess, this class helps you with making medicines. Does undeads take damage from medicines by the way? Not sure, but I think healing magic would fit the bill better.

Tamer is kinda tempting. The requirement conditions are to make monsters follow a certain amount of your commands. All the training with the dino-trio wasn't for nothing! *sniff*. I get the ability to tame monsters, and have them fight together with me! Note, the monsters ain't enslaved or such, so they can betray you if you're too much of a prick.

And what the heck is a Teacher class?! Anyway, both this joke class and Tamer won't work, since I'm a bonafide loner here.

Alchemists are one of the two biggest on the requirement conditions: you need at least 3 different Synthesis skills at LV30, two or more non-Synthesis skills, and have created more than 100 items! Thanks again, webs. This class helps any kind of crafting skills, including having some crafting skills of their own.

The Bounty Hunter class is kinda weird. It gives you a power boost when on a Quest to kill a specific individual. The boost is determined by the 'profit' you gain from taking down the target. I'm able to take this class since I've hunted down bounties of a certain total amount of strength (Glavras).

Then, there are the different Mage classes. The requirements for all of them is to have [Magic Talent], and either a Magic skill or the Element skill, of the attribute that matched the Mage class.

The original Mage class only needs [Magic Talent], and since I already have that, plus the only skill you get from obtaining the class, [Basic Magic], the class is on a massive discount. Not gonna pick it though.

The Element Mage classes, Light and Dark, needs [Magic Talent], and either of their corresponding Magic or Element skill. Since I have both skills for both classes, I get a discount there too. The discount for the Dark one is larger since I got the Element skill of the highest-ranking for that attribute, the [Darkness Divinity] skill.

Poison Mage and Shadow Mage ain't included, because those are what's called 'composition attribute' Mage classes. That means that the attribute for those two classes ain't related to the twelve Ultimate Gods. Instead, they're attributes made of two or more, Ultimate God attributes.

To be a composition Mage, you need to have the Element Mage classes that combine into the composition attribute you want, get all the classes to LV20 or more, then trade them in for the wished composition class. This gives you not only a new Magic skill and matching Element skill, but the new class can still boost the old attribute magics, to a certain extent. The note says it's at max 80%, but that could change, based on the class holder's affinity for the old attributes.

Then, there are the Color Mage classes. There are four different kinds of these, and they focus on three different main attributes, those related to the Ultimate Gods, plus all those composition attributes that include the specific main ones.

To be able to attain a Color Mage class, you need to have the usual [Magic Talent], and two or more sets of Magic and Element skill, related to the attributes that Color consists of. The Black Mage has the Darkness, Death, and Curse attributes, which includes composition attributes like Poison, Heretic, and Shadow, to take some examples I know about. I got the Darkness and Shadow sets, so I'm ready to use the dark arts.

And this is the class I'm aiming for. According to the Kigal-Note, the skills I'll get is one set of a Magic- and Element Skill of the same type, as long as I don't have the same skills already, and the attributes of those skills include Darkness, Death, and Chaos, in one way, or another.

No magic that I can think of based on those conditions seems effective against undeads, but there's the effect of the class itself to take account for.

=====================================================================

Class: Black Mage

Unlock requirements:

  • Have skill [Magic Talent] at LV10 or more
  • Have two or more Magic Skills related to the attributes, Darkness, Death, and/or Chaos
  • Have two or more Element Skills of the same attributes to the Magic Skills of the second requirement.

Effect:

  • Grants skills related to magic. Restricted to skills related to the Darkness, Death, and/or Chaos attributes.
  • Enhances MAG stats.
  • +correction to skills related to the class.
  • +correction to spells. An additional +correction to spells related to the Darkness, Death, and/or Chaos attributes.

=====================================================================

It gives more MAG, AND it helps with spells, even those who ain't related to the gloomy-trio attributes! This means that even Light Bullet will become a force to recon with! ...Okay, I overdid it a little, but you get the point.

And it's not only the magic boost that makes Black Mage so tempting, but also the third skill you get from taking up the class. And this is a class-restricted skill.

=====================================================================

Skill: Sigil Creation

Skill type: Magic skill

Attribute: none

Effect:

  • Allows the creation, deployment, and control of sigils.
    • Sigils can store one's spells, or magic-related attacks, into itself.
    • The stored spell can be increased in power, by adding mana into the sigil.
    • The sigil can be deployed anywhere away from the user, and be remotely activated.

=====================================================================

This is the Black Mage-exclusive skill known as [Sigi Creation]! And yes, there are magic skills that are not dependent on attribute magic.

[Sigil Creation] can make a magic circle-like symbol, which can store whatever spell you want into it. Like the description says, one can rearrange the spell, power it up, or just lay the sigil on the ground, then remotely activate it whenever you want. It's like using magic as a trap!

And the best part is, you can even store semi-magic attacks such as [Poison Globe], and [Hydra]! I think it can since both skills use magic circles when activated. Even if it don't or I need a ridiculously high level to do that, storing magic as traps is a godsend for me, who uses both. The part where I can increase the force of the stored spell is also good, despite having to extend the casting time by adding the spell into a sigil and then increase the MP cost.

For the above reasons, I'm gonna take Black Mage, and I don't wanna hear any complaints about it. Just don't give me any [Poison Magic], please. Or I'll start turning into a one-trick pony. Eh, probably not, but I still want some variety in my skills.

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Do Garami want to obtain the class [Black Mage] for 10 skill points?

Y/N

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Yes, yes.

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Class, [Black Mage], has been bought from the Skill Shop for 10 Skill Points.

[Black Mage] has been set as Garami's first sub class.

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Done, and done. Now then, gods of RNG, show me some love!

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Through acquiring the sub class [Black Mage], skill [Ash Magic LV1] is obtained.

Through acquiring the sub class [Black Mage], skill [Ash Element LV1] is obtained.

Through acquiring the sub class [Black Mage], skill [Sigil Creation LV1] is obtained.

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'Ash'? As in, the ash after a fire? Huh? What's that have to do with black magic?

"...eelp..." - ???

Was that the wind?

"...Heeeellllpp!" - ???

Okay, it wasn't. But pick a better timing!

I packed all my stuff and went to the westward cliff, where the voice came from. 

There's nothing down there. Maybe they've hidden somewhere? No, if that was the case, why shout for help? There's nothing down there, except for some skeletons running around.

Or, is the skeletons chasing each other? One of them looks like it runs away from the other three, with its arms over its head.

"HEEELLLPP MEEEE!" - Running skeleton

Okay, it was that guy. How does it even speak? And why are the other skeletons chasing that guy? Are they Skeleton Bandits?

*crack*

Huh? The ground just gave up! What gives?! 

Ah, this is a cliff tip. I didn't notice it when I walked over. But why didn't I hear it fracturing? There's still no sound coming from... [Silence]! It muted the sound to a level of me not noticing it before the final crack!

That's a weakness I didn't expect. And the time for pondering with [Though Acceleration] has reached its end now! The total time used: 0.6 seconds. Probably.

"UUWAAAAA!!" - Garami

Kigal-Note/Attributes/Composition attribute: Ash

Component attributes: Death, Fire

An attribute that controls ashes.

The Ash attribute can be used for many purposes. While not as great, it can reproduce the effects of the Fire attribute, create smokescreens with clouds of ashes, and to a certain degree, even heal wounds. 

Ash can also be used as a disinfection agent, meaning it can be used as a soap replacement.

Some blacksmith tries to acquire this attribute, alongside the regular Fire attribute. The reason for this is due to the Ash attribute's ability to control embers. With this, and the Fire attribute's own ability to control flames, the blacksmith can regulate the temperature of their furnace, from weak to strong, with a precision that would be close to impossible when using only the Fire attribute.

Alvatria's comment: Why does this guy always get elements unrelated to me?!

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