Me, Cecil and Rita came to the adventurers' guild in Metekal town.
After a briefing, we were given a briefing on the prohibition of killing each other. However, except in cases where there is a legitimate reason to do so. It is forbidden to harm civilians. Do not violate the Metecal Autonomy Act. You have signed the pledge (and more).
Finally, after paying the registration fee, we were finally officially registered as a member of the guild.
The reason why the pledge to the ban is a signature instead of a 'contract (contract)' is because the penalty is too big for a contract. They say it's because the guild can't take that much responsibility.
For example, what if you meet a demon and get killed when you're getting a headache for violating the 'contract'?
For example, what if a bad civilian attacks you for a quest reward or something, and you can't resist because of the 'contract'?
Adventure is always dangerous.
If you lose your life because you are bound by the 'contract', there is no point.
If you violate your pledge, you'll be expelled from the guild, and if you violate Metecal's autonomy laws, you'll be judged in the usual way. That's how it's working out for now, the receptionist told me.
There was no confirmation of skills or parameters.
To let people know what abilities you have is, in other words, what you can't do - in short, exposing your weaknesses. It's a good idea to have a good idea of what you're going to do with it, and you don't want to lose members of the guild because you don't want to know where the information comes from, and that's why it seems to be a policy of not collecting personal information that would be difficult to leak.
Thanks to that, the identities of Cecil and Rita were not revealed.
Cecil passed as a dark elf, and Rita hid her ears and tail and registered as a human. But they're both treated as my slaves, though.
I heard there are dark elf registrants in the guild, and they don't seem to have any race preference.
The first and foremost benefit of joining the guild is that I get a job.
This is apparently for the purpose of avoiding competition for jobs.
In the past, they fought over good jobs - and in some cases, they even killed each other. He explained that the reason why the rule is now to take jobs through the guild is to avoid that.
The second benefit was that they could use guild-owned facilities on a priority basis.
It's a good idea to have a little bit of discount on facilities that ...... adventurers might use, whether it's an inn, a boarding house, or a store.
Incidentally, there are two guilds in Metecal.
The first one is the "Commoner's Guild" that we registered with.
This one is sponsored and run by a Metecal merchant.
Adventurers from outside the country and ordinary people from Metekal often register.
The other is the 'Noblemen's Guild', which is run by the nobility.
It is said that the main purpose of this guild is for the sons of the royal family and children of nobles to register in order to wear the Haku.
The aristocratic guilds are sometimes asked to do big jobs by the royal family, but only some of the guild members there are really good at it. It seems that the jobs that can't be done are passed on to the commoners' guilds.
After all, the 'People's Guild' is a big mutual aid society, said the lady at the reception desk.
Those who are skilled can dive into dungeons, and those who aren't confident can do a collection-type quest.
Anyway, turn it over to someone who wants a job, so they can find the best way to live.
If you think you're not cut out to be an adventurer, you can take a quest where you can make connections and then find another job.
Metekal is a commercial city, so that's how you keep the economy running.
The point is, the system is designed to keep everyone from dying...
With that, the sister concluded her explanation.
Finally, she blurted out, "Sometimes the system doesn't turn around, though: .......
We went back to the inn before taking our first quest.
Because we agreed that it was better to check each skill and its effects before we went on.
Let's start with my skills.
As you can see the skills I "rebuilt", the skills I recombined by myself have an "R (Rare)" rating, and the skills I recombined with Cecil and Rita have an "UR (Ultra Rare)" rating.
The levels are for reference only. I calculated it based on the average value of the skills.
The occupation is also a rough idea of what they can do.
Race is also not declared to the guild, so it's just as it is.
You can create new skills by swapping the 'concepts' of your skills with those of the slaves under you. If you use your own skills and the skills in the slave's body to rebuild them, it is easier to create higher skills.
The ability increased in LV2 is unknown.
I experimented with a lot of things last night, but I didn't end up figuring it out. No, I'm really sorry, Rita.
I just touched every single one of Rita's skills and didn't 'rebuild' or 'perform' them, so please change your mood: .......
Normal Skills.
Gifted Swordsmanship Lv 1 (R)
Increase your resilience with swords and swords (10% + LV x 10%)
Effect: Gives the opponent who has been cut by the sword or blade the ability to regenerate. It is added to the opponent's natural healing ability. The increase is this skill's level x 10% + 10% (current increase: 20%).
Building Strike Lv 1 (R)
Powerful damage to the walls and interior of a room. Destruction Properties "Brick" and "Wooden Wall
'Fast Analysis LV1' (UR: Cecil)
Quicker analysis of the surroundings. The area of effect is reduced compared to normal analysis due to the increase in speed.
"Otherworldly Conversation Lv 5
He can talk to people from other worlds. He can also read text.
'Transcendental Sense Lv 1' (UR: Rita)
By 'silencing', the owner can temporarily shut off his or her five senses.
During the sensory deprivation, the sixth sense is acutely sensitive. It can be used once a day.
Next up is Cecil's skill.
Cecil-Falot.
Race: Demon race (ostensibly dark elves)
Occupation : Sister wizard
Level: 2
Unique Skill: "Magical Aptitude Lv 3
All magic effects are increased by LV x 10% + 10% (current increase: 40%)
The spell is chanted in an ancient (ancient) language. The chanting speed is slower than normal, but the power is greatly increased instead. The rate of increase is 200-800%. However, the magic consumption is increased accordingly.
Magic Resistance LV1
Reduces damage from magic attacks by LV +10% (bonus value) (current value: 11%)
The bonus value increases as you level up.
Magic Detection Lv 1
It can detect magic in the surrounding area.
"Appraisal LV2
You can detect the value of the target item. The success rate is LV x 10%.
If the item is enchanted, the success rate is increased by 10% of your "Magical Aptitude" level.
Animal Empathy Level 3
You can somehow communicate with animals and their intentions.
Learn the magic "Fire Magic Lv 1".
The Light, The Fiery Arrow and The Fireball.
Lastly, Rita's skills.
Rita-Melpheus.
Race: Beastmen (ostensibly human)
Profession: wild and holy fighter
Level: 3
Unique Skill "Fighting Aptitude Lv 4
If not equipped with a weapon/armor, speed is increased by 10% of the Combat Aptitude level.
Lock Skills.
Divine Power Grab Lv 1 (Lock: Unblockable) (UR: Rita)
The owner's 'divine power' can be grasped and focused on any part of the body.
The strength of that part of the body increases, enhancing attack and defense.
The damage bonus of Sacred Fighting is doubled.
Divine Protection is enhanced. In addition to poison and paralysis, curses and lethal spells have been neutralized.
Normal Skill
"Sacred Fighting Lv 4
During combat, the damage dealt to the opponent is increased by 10% of the "Sacred Fighting" LV.
If your opponent is undead, the damage will be increased by an additional 20%.
The "Power of Sacredness Lv 1" currently doubles damage.
Divine Protection Lv 4
During combat, the damage dealt by the opponent is reduced by "Divine Protection" level +10% (bonus value).
The bonus value will increase as the level increases.
If your opponent is undead, the damage is further reduced by 20%.
Disables poison and paralysis.
The effect of Divine Power Lv 1 currently nullifies curses and lethal spells.
Singing Lv 4
Skill to sing a very beautiful song. She is at minstrel level.
"Air Attitude Level 4".
Perceive movement by smell, sound and presence.
'Swordless Fighting LV1' (R)
The damage dealt while bare-handed is increased by 10% of the "no sword fighting" LV.
That's all.
Once again, I can clearly see how high Cecil and Rita's abilities are and my lack of fighting ability.
Well, my goal is not to become a hero, but to create 'skills that allow me to live without working', so it's fine.
What I want is a harvesting skill.
It would be great if the concept included 'money ......'.
If I could recombine it and "increase" the "money" to "infinite" skills or something like that, then I'd be clear.
Okay ...... let's relax our whole body and do our best.
If possible, I wish I could stay metecal all the time .......
I'm tired of moving from place to place.
After returning to the inn, we discussed it and decided to start off with a collection quest.
First of all, we need to familiarize ourselves with the geography of Metekal.
Memorize the map. Find people we can trust.
I just have to survive.
There's no way we're going to hide in a dungeon.
With that out of the way, we headed back to the guild.
We looked for quests on the bulletin board - the quest board - and looked for a job as a gatherer.
There was no such thing.
All the quests that were posted when I registered with the guild earlier had been stripped off.
There is only one job available.
"All hands on deck quest.
The battle for the magic sword
We have received word that the 'Magic Sword Regina Brass' has appeared in the dungeon for the first time in 80 years.
As you all know, the noble guilds have always been forcing us to do absurd tasks. They have become so arrogant.
On top of that, we don't know what they'll do to us if they get their hands on a magic sword.
To prevent this from happening, all the commoner guild members will be asked to join the dungeon to search for the magic sword.
According to the detection magic, the magic sword is most likely to exist near the lowest underground level, on the 12th level.