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Chapter 5 of 10

Chapter 5

9 min read2,347 words

Let's start with the race...

I clicked on the race page.

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Race

Human, Elf, Dark Elf, Dwarf, Halfling...

Beastfolk (Cat), Beastfolk (Dog), Beastfolk (Wolf), Beastfolk (Tiger), Beastfolk (Rabbit), Beastfolk (Fox)...

Merfolk, Dragonkin, Giant, Avian...

Vampire, Tengu, Mermaid, Succubus...

Pteranodon, Sea Dragon, Spirit, Sea Beast...

Goblin, Slime, Orc, Lizardfolk, Ogre...

Angel, Demon, Noble, King

Half-Breeds

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The Q&A section read as follows:

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Q1. There are too many races to choose from!

A1. The safest choice is Human. They have low stats but are numerous and prosperous.

Elves and other sub-humans have high stats but are few in number. Some are persecuted by humans.

Monster races are for advanced players. Humans will attack you. Recommended for those who dislike humans!

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I decided to exclude monster races. If all else fails, I can choose a human. I don't particularly want any special cheats; a peaceful life would be nice. It's a ridiculous notion that I need power for that.

If I want safety, I should choose human. If I want stats, I should choose a sub-human. Races are categorized, and as the list progresses, they become more distant from humans. The list up to Succubus is likely sub-human.

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Dragonkin

A race descended from dragons. They possess great power and have horns on their heads.

The more powerful ones can revert to their ancestral form and take on a second form.

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Vampire

A race that befriends the night. Their abilities increase at night and decrease during the day.

They look exactly like humans, but after their blood awakens, they must regularly drink blood.

They are persecuted by other races.

Half-human, half-vampire hybrids are called Dhampirs. They have lower abilities than vampires but are also persecuted.

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The consumption points are 30 for Elves, 70 for Dragonkin, and 40 for Vampires.

In terms of parameters, Dragonkin > Vampires >> Elves > Humans.

Dragonkin have high parameters, which is why their consumption points are also high. If I choose a half-breed, the points are halved, making it easier to select.

I can't decide. Time is almost up, about 15 minutes. It might be better to skip this and move on to the next section. I can also decide based on remaining points.

There's no need to adjust the parameters. If there are leftover points, I can allocate them.

Next, skills will take a lot of time, so I'll move on to equipment.

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Equipment

- Weapons

- Armor

- Tools

- Others

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First, I'll go to 'Others'.

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Others

Foreign World Money Set (Small)... 5p

Foreign World Money Set (Medium)... 10p

Foreign World Money Set (Large)... 20p

Travel Set... 5p

Large Sack... 15p

Small Sack... 15p

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The travel set contains water, food, a coat, and other essentials for travel. I think it's necessary, so I'll check it. I also think money is necessary, so I'll check the small Foreign World Money Set. I'll skip the sacks because they consume a lot of points and have uncertain elements.

There are various weapons, but I think I'll go with a sword. It's the most orthodox choice, and I have some familiarity with it.

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Sword

Bamboo Spear... 1p

Bamboo Sword... 1p

Ragged Wooden Sword... 1p

Wooden Sword... 2p

Chipped Iron Sword... 3p

Iron Sword... 4p

Rusty Steel Sword... 5p

Steel Sword... 6p

Rusty Steel Sword... 7p

Steel Sword... 8p

...

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A weak weapon is fine. If I choose a strong weapon, I might not be able to handle it. I'll go with the Steel Sword. However, it's annoying that the points aren't displayed until I click on the item. It seems like it's intentionally designed to take time.

I glanced at the armor but decided I don't need it. I don't have the confidence to move around in armor right away. However, for the sake of changing clothes, I'll check the cloth clothes (2p) and leather pants (2p). It's a shame there's no option to specify the quantity.

Current consumption points: 20. Remaining points: 130.

Next, I'll look at 'Tools'.

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Tools

10th Level Potion... 1p

9th Level Potion... 2p

Sabre Wolf Fur... 7p

5th Level Potion... 10p

Alarid Fruit... 5p

5 Copper Coins... 2p

Antidote Herb... 1p

10th Level Mana Potion... 3p

...

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There's a mix of recovery items, money, and monster materials. Some items are completely unknown. I wish they were categorized like other equipment.

Moreover, the quantity is overwhelming. It exceeds three digits. How am I supposed to find what I need from this?

I glanced at the keyboard.

"Maybe... yeah, it worked."

I pressed the Ctrl+F key, and a search window appeared.

After a moment of hesitation, I typed in:

"......Found it."

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Item Box... 20p

Stores items.

The storage capacity depends on the owner's level.

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It stores items in a different dimension.

I clicked on it to check the description and consumption points.

20p is within my budget, so I naturally checked it.

However, there were similar box-type items around the Item Box, camouflaged.

"......The rest is fine."

I looked around, but there didn't seem to be any other notable items. There might be good items if I search, but I don't have the time. It's almost 13 minutes, and I need to choose skills.

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Skills

* Maximum number of skills you can obtain is 6.

Hand-to-Hand Combat, Water Magic, Increased Stamina, Far Sight, Spear Mastery, Increased HP Recovery Speed, Demon Slayer

Axe Mastery, Summoning Magic, Dual Wielding, Smithing, Slime Slayer, Roar

Fire Magic, Training, Spirit Magic, Dagger Mastery, Aura Technique, Charm Resistance

Strength Increase, Paralysis Resistance, Petrification Resistance, Riding

Status Effect Resistance, Sword Mastery, Mental Disorder Resistance, Bow Mastery, Appraisal, Light Magic

Fire Resistance, HP Increase, Wind Resistance, Alchemy, Light Resistance, Swimming

Night Vision, Analysis, Concealment, Aura Concealment, Poison Resistance, Intuition, Water Resistance

Mixing, Curse Resistance, Cooking, Wisdom Increase, Staff Mastery, Sewing, Music

Increased Experience Gain, Detection, Aura Sensing, Physical Ability Enhancement, Bad Luck

Strength Growth Increase, Insight, Speed Growth Increase, Wisdom Growth Increase

Reduced Experience Requirement, Whip Mastery, Increased MP Recovery Speed, Assassination, Bad Luck

Reduced Purchase Price, MP Increase, Wind Magic, Speed Increase, Dark Magic, Vitality Enhancement

Earth Magic, Reduced Magic Consumption, Chant Shortening, Chant Cancellation, No Chant

Dragon Slayer, Staff Mastery, Confusion Resistance, Beast Slayer

Increased Wealth, Dark Resistance, Increased Health, Earth Resistance, Mental Arithmetic

Arrow Deflection Blessing, Magic Eye, Demon Slayer, Intimidation, Trap Disarming, Sleep Resistance, Lucky Pervert Constitution

Increased Sale Price, Danger Sensing, Goblin Slayer, Vitality Enhancement, Sage... etc

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There are so many, it's really annoying. I'll pick the ones that catch my attention.

Analysis, Intuition, Spirit Magic, Concealment, Appraisal, Aura Concealment, Increased Experience Gain, Detection, Reduced Magic Consumption, No Chant, Increased HP Recovery Speed, Sword Mastery.

Then, I'll choose one type of magic. In total, 13. The maximum number of skills I can obtain is 6, so I need to be selective. I can understand the effects from the descriptions, but some are similar, so I'll check the details individually.

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Analysis... Level 1... 2p

Allows you to determine the strength of enemies. As you level up, you may also learn other things. The difference in levels between you and the enemy also affects this.

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Intuition... Level 1... 2p

Intuition. Don't think, feel.

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Spirit Magic... Level 1... 10p

Magic that uses spirits as intermediaries. Elves are skilled in this. For mid-level and higher magic, a contract with a spirit is required. A skill for advanced players.

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Concealment... Level 1... 2p

Allows you to hide your true abilities. It can be nullified by the enemy's abilities or skills.

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Appraisal... Level 1... 2p

A skill to appraise items. It helps determine if an item is dangerous or harmful.

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Aura Concealment... Level 1... 2p

Allows you to conceal your presence so that the enemy doesn't notice you.

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Increased Experience Gain... Level 1... 5p

Increases the experience points you gain.

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Detection... Level 1... 2p

A skill to detect the presence of enemies around you.

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Reduced Magic Consumption... Level 1... 5p

Reduces the magic consumption of spells.

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No Chant... Level 1... 10p

Allows you to cast spells without chanting, except for the spell name. It consumes significantly more magic than usual. As you level up, the types of spells you can cast without chanting and the required magic decrease.

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Increased HP Recovery Speed... Level 1... 4p

Increases the natural HP recovery rate.

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Magic, regardless of type, costs 2p per level 1.

The consumption points double with each level increase.

For No Chant, Level 1 is 10p, Level 2 is 20p, Level 3 is 40p, and so on.

The points are consumed based on the level, not the cumulative total. For example, to obtain No Chant at Level 2, you need 20p, not 30p (10p + 20p).

"Well, what should I do..."

I currently have 110p. I want to keep 30-50p for the race, so I can use about 80p. With 6 skills to choose, the average is 13p. I need to select 6 out of the 13 skills I picked earlier.

I'll start by eliminating the ones with lower priority.

First, Increased HP Recovery Speed seems useful but isn't necessarily essential. The same goes for Aura Concealment. It's useful in combat or hunting but not a must-have. Reduced Magic Consumption might not be very effective at low levels and has a high point cost. Increased Experience Gain is quite useful but not essential.

Analysis, Intuition, Spirit Magic, Concealment, Appraisal, Detection, No Chant, Sword Mastery

This narrows it down to 8. Now, I'll think about what's essential.

Spirit Magic is described as a skill for advanced players, but unlike other magic, it doesn't specify an attribute. This means it can use various attributes. Given the uncertain situation, it's like survival. Being able to produce water or fire can be very useful.

Concealment is attractive because it hides your abilities. I don't know what will happen in the future. If I can hide my cards, I want to. My points are higher than others. If I reveal my stats to other reincarnated individuals, I might be envied. A little envy is fine, but if I'm seen as a common enemy, it could be troublesome. The easiest way to unite a group is to create a common enemy. Reincarnation in a different world is often done in groups, so having a concealment skill is a good idea.

Appraisal is a skill to appraise items. It's doubtful that Earth items exist in the other world. The guild will likely have gathering quests. This skill could be useful in such situations. While there are some concerning parts in the skill description, it should be a reliable skill.

Detection is a skill to detect enemies around you. Since the other world has monsters, it's important to be aware of your surroundings. Therefore, it's necessary.

Analysis, Intuition, No Chant, Sword Mastery, and one type of magic. In total, 5 skills.

I need to choose 2 more from these.

Analysis allows you to determine the strength of enemies. Knowing your enemy and yourself ensures victory. I'd like to take it if possible.

Intuition is a personal choice. My strongest ability is intuition. Even if logic and circumstances suggest A, intuition often leads to the correct B. I don't know if my intuition will carry over to the other world, but I want to take it as a keepsake.

No Chant is a useful skill but has a high point cost. How well it works with Spirit Magic is a concern.

Sword Mastery might be essential for handling a sword. However, it seems I can obtain skills in the other world, so I could learn it there.

What about magic? I feel good about Spirit Magic, but considering the worst-case scenario, it's risky. The description states that mid-level and higher Spirit Magic requires a contract.

In a game, there might be a way to make a contract, but in reality, it might not exist. I might not be able to make a contract. It might be useful at first but ineffective later. Also, I don't know what magic is like in the other world. It might only be obtainable by those with a certain aptitude. Spirit Magic might be a different skill, so I might not be able to obtain it. I want to take one as insurance.

"Then... fire?"

In that case, fire magic, which has offensive power, would be good. Dark or light magic might look cool, but it's dangerous because I don't know what will appear.

I can't decide, and time is running out. It's already past 10 minutes.

A devilish whisper suggested extending the time, but that's a trap. It consumes points. With 10p, I can prepare items or level up skills. It feels like a trap set by the god, who has a bad personality. It's not just charity.

"Thinking is pointless. I'll regret it later."

I decided and chose the skills.

Intuition and Fire Magic. I chose those skills.

Intuition, Spirit Magic, Concealment, Appraisal, Detection, Fire Magic

This is how I chose my skills.

If I could, I would have taken all of them. But I don't have the time to think leisurely. The more I think, the more I might fall into a trap.

Moreover, I'm not sure if my thinking is correct. The idea that there might be a trap in the skills and that I've fallen for it flashed through my mind.

"......Damn"

Thinking won't help.

I forced the thought to the back of my mind and hurried to the next choice.

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Remaining Time: 09:12

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I believe there are a hundred different choices for skills among a hundred people. I hope you understand the choices the protagonist made.

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Kyo: "What's the 'Lucky Pervert' skill?"

God: "It's like a romantic comedy manga! H-happenings will occur!"

Kyo: "Can you use it?"

God: "It's a flag to get closer to the girl you like! But, what happens after the happening is your responsibility, so it's up to your skills!"

Kyo: "I-I can't use it..."