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The Golden Experience Point

Jobs, hobbies, lifestyles—the world has advanced to a point where nothing can be separated from VR anymore. And now, a VR game was released using the most cutting-edge technologies; its name was “Boot Hour, Shoot Curse.” Our protagonist had no choice but to play solo during the closed beta test, but once the game officially launched, she made lots of friends (but not necessarily with the players), formed a huge clan (but not a clan of players), and matured as an individual.

SkyRexx · Derivasi dari karya
Peringkat tidak cukup
186 Chs

“This is a Blessing and a Curse”

Three weeks have passed since the implementation of the transfer service.

Though not based on any specific rationale, I have decided to embark on some strengthening, as we have reached the target value set as a benchmark of sorts.

First, I'll focus on enhancing my own abilities.

In the underground basement of the Rifure Lord's mansion, which has become my makeshift room, I sit on the bed and distribute experience points. Mare is still asleep on the bed, showing no signs of waking up.

While it is more efficient to directly allocate experience points to ability values when they are low, as they become higher, it is more efficient to acquire passive skills that increase stats in proportion. These skills include things like [STR Up I]. The percentage itself is not significant, but it often overlaps in most cases.

However, these boost skills are not referenced as "lord's ability values" in skills like [Enhance Follower].

When considering the overall enhancement of forces, even if it incurs some cost, directly manipulating ability values for managerial class individuals is more effective.

But for me, Rare, I will also acquire boost-type skills in addition to enhancing ability values. If a player has grown to this extent, they will undoubtedly acquire boost-type skills, and in the event of a direct confrontation, it's not certain that they will be easily defeated.

Even if that scenario is in the distant future, one should play their cards preemptively. You never know when you might be caught up.

At least in terms of equipment, some players like Wayne already possess items of the same class as me. Although they are at the mercy of Blanc's subordinates because they cannot fly, they should be able to grow more efficiently by making effective use of equipment if they do not cling to Erntal.

It wouldn't be surprising if other players have obtained weapons and armor made from materials like the adamantite metal, or even higher.

Until recently, I hadn't paid much attention to equipment, but as I experienced firsthand, having excellent equipment can give an advantage in battles against stronger opponents.

At the same time, caution is necessary when it comes to items equipped by subordinates. If a subordinate is defeated, there is a possibility that the equipped items will be handed over to the opponent. Therefore, adamantite weapons and armor are distributed only to subordinates of adamantite rank or higher. Carknights have been given weapons made of magical super-hard alloy.

It's generally best for tools to be suitable for one's stature.

"Come to think of it, what is Mithril anyway?"

As far as the current understanding goes, it is lighter than iron, harder than iron, has a higher thermal conductivity than iron, and does not rust.

Compared to something like adamantite, it is much lighter but also more brittle and softer than adamantite. It doesn't rust like Adamantite, but its thermal conductivity is higher.

In summary, it can be considered roughly the same rank. Opinions may differ on whether high thermal conductivity is a good or bad feature.

For example, if Mithril is used for armor, there is a risk of significant damage from fire attacks. If used for handheld weapons, the significant increase in attack speed due to its lightness also means a decrease in the power of each strike.

The sharpness of the Naginata that easily cut through goblins to the bone was not only due to its sharpness but also its weight. (T/N: the Japanese text said the word "Neuschloss" instead of "Naginata" here, but Neuschloss is a city and it made no sense for the sentence, so I'm assuming it's a typo on the author's part)

"Well, whatever. I only have three ingots anyway."

Once ability values and boost-type skills are done, the next step is other skills. First, I'll check skills that are presumably exclusive to the Demon Lord's race based on their names.

[Demonic Reason] is a toggle-type passive skill similar to [Demonic Eyes]. It provides a significant bonus to the judgment and effects of all magic-related skills. However, during activation, the MP consumption of all magic-related skills increases significantly.

Given the explanation in the effect column, such as "by understanding further demon's reason," the unlock conditions are likely when the Demon Lord acquires a certain number of magic skills or when the INT value reaches a certain level.

Upon acquiring [Demon's Reason], the skills [Demon's Armor], [Demon's Shield], and [Demon's Sword] are unlocked.

These are undoubtedly skills opened by acquiring [Demon's Reason]. There may be other conditions, but I'm not sure anymore.

[Demon's Armor] is also a toggle-type passive skill like [Demon's Reason]. When activated, it protects oneself from all attacks. Specifically, it reduces damage. However, the MP consumed is proportional to the reduced damage amount, and the reduction rate cannot be adjusted. During activation, it automatically cuts all damage to the extent possible.

"In other words, a skill that substitutes MP for the damage received."

In terms of becoming harder to kill, the effect is significant. However, even though I've devoted experience points to MND and INT, I've also allocated a fair amount to STR and VIT. The numerical value of MP is influenced by the higher of INT or MND, while LP is derived from the higher of STR and AGI, plus the VIT value.

In other words, according to the specifications, even if I evenly increase my abilities on average, the numerical value of LP will be about twice that of MP. Even for Rare, LP is indeed higher.

Moreover, most of Rare's actions as the main body involve MP consumption. If MP decreases too much, the available means are limited.

It's not practical to keep it activated all the time. It's necessary to discern when to use it.

Additionally, the cost for LP recovery is significantly lower than the cost for MP recovery.

If you decrease MP for LP, it's more cost-effective to heal with [Treatment] or [Healing Magic] after taking damage. The 1:1 exchange of LP:MP is not worthwhile. However, if there's no other choice when there's no room for recovery, it may be the only option.

[Demon's Shield] is a skill that creates an invisible shield through magic power, and the created shield remains in place until it is destroyed. The shield has a set LP, and it won't be destroyed until that LP is depleted. The required MP for activation is not fixed, but a shield with the same amount of LP as the consumed MP is created.

The number of shields that can be created simultaneously is the same as the number of skills with the name "Demon's", which is currently four, considering [Demon's Reason], [Demon's Armor], [Demon's Shield], and [Demon's Sword]. [Demonic Eyes] doesn't seem to be counted.

In summary, it's like having a stock of [Demon's Armor]. Considering the difference in recovery cost between MP and LP, the cost performance is not great. However, if you create it when you have enough MP, it won't be much of a burden. This one is highly useful, so it's advisable to keep creating and floating it.

[Demon's Sword] is an active skill that creates a weapon through magical power. While active, MP remains at a certain value, and when the created weapon disappears, it returns to its original state. In that sense, it can be considered a toggle-type passive skill similar to [Demon's Reason] and [Demon's Armor]. It involves toggling between an equipped state and a non-equipped state.

The performance of the created weapon depends on the amount of MP consumed during activation, and if a large amount is invested, a powerful weapon is generated. However, considering that the consumed MP does not recover at all while the weapon exists, it doesn't seem to be a very effective means. MP restriction is synonymous with restricting actions, and like [Demon's Armor], caution is needed in choosing when to use it.

"Speaking of which, this is almost like a boost skill."

The effects and costs are significantly higher, but ultimately, it is essentially similar to boost-type skills. While acquiring it alongside other skills doesn't result in losses due to overlapping effects, the lack of flamboyance gives it a slightly anticlimactic feeling.

I have heard that the Demon Lord race excels in individual combat.

Perhaps this is the reason for that.

However, from the image of these skills, despite having the name Demon Lord, it feels more like an image of a "king who uses magical power like water and physically strikes" rather than a "king who manipulates magic."

Although I have acquired all these skills, whether they will all be useful in a full-fledged battle with someone is uncertain.

Regardless, it's necessary to test them at least once.

I should engage in combat with someone suitable soon.

Due to acquiring [Demon's Reason] or perhaps due to something else, a new skill has been unlocked for [Demonic Eyes] – [Evil Eyes].

[Evil Eyes] is an active skill that inflicts status abnormalities on the opponent. It forms its own skill tree, initially only providing the self-loss status abnormality, but by acquiring skills like [Evil Eyes: Burn] in the tree, the types of status abnormalities that can be inflicted increase.

The resistance check is performed with the INT of the activating side and the MND of the target.

However, the activation cost is in LP, making it hesitate to use it recklessly.

Rather than an additional skill for [Demonic Eyes], it seems more like a tree structure that emulates different skills using [Demonic Eyes]. If that's the case, there might be individuals who have acquired [Evil Eyes] without any relation to [Demonic Eyes]. Depending on the situation, characters might emerge who emulate [Demonic Eyes] by mastering the [Evil Eyes] tree.

Caution is necessary.

"Hmm…?"

Upon acquiring [Evil Eyes], my left eye suddenly felt itchy.

It's a familiar sensation.

I touch it from above the eyelid, but there doesn't seem to be anything strange.

Then it must be the eyeball.

"Kuh, the left eye is itching…"

After the itching subsides, I peer into the full-length mirror installed in the room.

This mirror was not requested by Rare but was brought in by the considerate Cervantes.

It's not easy to see in the dim basement.

I cast [Light] from [Light Magic] toward the ceiling, waiting for my eyes to adjust to the light.

Of course, the activation key is through chanting. I know that activating this magic with [Magic Link] from [Demonic Eyes] could lead to self-blinding. I won't make such a foolish mistake again.

"…Purple, I guess?"

While my right eye remains red as before, my left eye has changed color to purple.

"Looks cool…"

I would like to see the changes when the skill is activated, but I don't want to risk activating [Evil Eyes] in front of a mirror. I'm in trouble if it affects me.

I know that a mysterious magic circle appears in my eyes when [Magic Link] is activated. Sieg taught me that.

"Well, I used more than expected, but these should be the Demon Lord's skills."

Other than that, mainly magical skills, but I have acquired all that are currently unlocked. It's possible that more will be added in the future, either by meeting certain conditions or through updates, but for now, I can't do anything about it.

I have no intention of taking martial arts skills, of course.

I filled out the entire [Bare Hands] tree based on past lessons, but I haven't taken anything else.

In terms of production, it's still only the [Alchemy] system.

Negotiation skills that are useful in a merchant role-play are mostly untouched, and it's hard to imagine them being useful in the future.

As for sensory skills, it might be worth acquiring. Enhancement of various senses.

Although the required experience points are higher than for skills that can be obtained from the early stages, considering the passive and unconditional benefits, it can be said to be relatively cheap.

Until now, I didn't feel the need to acquire them myself since I had Yoroizaka-san acquire them, but it is too big, and lately, I haven't been using it much. There might be times when I ask it to pretend to be Rare in the royal capital in case of emergencies, and I'm likely to act separately in the future. In that case, it might be good for Rare herself to acquire them.

I have acquired [Enhanced Vision], [Enhanced Hearing], and [Enhanced Smell].

Enhancing vision just offsets my weak eyesight, but it's better than nothing.

As for [Enhanced Touch] and [Enhanced Taste], I'm not sure what to do. They don't seem necessary.

"I guess I don't need them. Can't think of a use for them."

If I were to acquire skills like [Cooking], they might come in handy, but that's not in the plans.

"Oh right. Since I'm at it, I should fill that one too."

It's the [Spiritual Wisdom] skill.

It's not particularly necessary, considering that the Archbishops, who are my subordinates, have acquired it. However, it's not guaranteed that it might not serve as an unlock condition for something.

But since the Archbishops were somewhat of a mess, the acquisition conditions remain unknown.

There's a possibility that only those who haven't undergone reincarnation at all or those who have reincarnated on the righteous path can acquire it, but considering that the skill itself has a neutral content, that possibility is low.

"I don't want to take it, but [Hypnosis] seems suspicious."

The [Hypnosis] tree only had [Hypnosis].

However, upon acquiring [Hypnosis], immediately [Self-Hypnosis] and [Group Hypnosis] were unlocked, yet [Spiritual Wisdom] has not appeared.

Reluctantly, I acquired [Self-Hypnosis].

The effect of [Hypnosis] is to temporarily increase or decrease one of the target's ability values, making it both a buff and debuff skill.

However, whether increasing or decreasing, there is an automatic resistance check. The activating side uses INT, and the resisting side uses MND, similar to [Evil Eyes].

Moreover, to activate it, you need to make sure the opponent sees your figure.

It's a skill with very poor usability.

Although the experience points required for acquisition are low, it wasn't listed in the skills that could be acquired at the beginning of the game.

It's certain that it's a skill that is unlocked by fulfilling conditions related to ability values or other skills, but it doesn't seem to have the value of such a skill.

The next [Self-Hypnosis] is an effect that applies [Hypnosis] to oneself. In this case, there is no resistance check, but the increase and decrease rates are lower compared to [Hypnosis]. It's more of a consolation.

[Group Hypnosis] is an area version of [Hypnosis], but the range is incomparable to other skills.

It encompasses everything within the field of view. However, similar to [Hypnosis], it is limited to targets that the activator can see. The resistance check specification is also the same as [Hypnosis].

The numerical values here are even lower than [Self-Hypnosis], and even if successful, whether the targets notice is at a subtle level. I really can't think of any use for it.

However, one of these must be one of the unlock conditions for [Spiritual Wisdom].

[Spiritual Wisdom] is now on the list.

I acquired [Human Wisdom], [True Wisdom], and [Divine Wisdom] from [Spiritual Wisdom].

"Now then. Oh, something has increased."

Whether [Spiritual Wisdom] was the key or [Hypnosis] was the key. No, judging by the skill names, [Divine Wisdom] seems suspicious.

A tree called [This is both a blessing and a curse] was opened, and within it, a passive skill called [Art is long, life is short] (written in latin: Ars longa, vita brevis) was unlocked.

This skill cannot be deleted by any means once acquired, and it cannot be turned off. Truly a cursed skill, but it's unavoidable due to its effects related to the game's rules.

The effect is that "In LP calculation, the ability referred to is only VIT, and in MP calculation, the ability referred to is the sum of INT and MND. Also, even if there is not enough MP, skills that require MP can be used, but the shortage results in a loss of LP".

Originally, it means "In life, one's skills are long, but life itself is short", but looking at it in terms of the game, it seems to be saying something like "The MP bar is long, but the LP bar becomes short".

"This is… an unexpected byproduct. The value of "Demon's-something" skills has suddenly increased."

In my case, it's like MP has almost doubled. LP has halved, but it's not a significant problem.

If I keep [Demon's Armor] deployed at all times, there won't even be a distinction between LP and MP.

However, since [Art is long, life is short] cannot be turned off, there's a possibility that I might get carried away, keep firing off magic and skills, and end up on the brink of death.

"I guess that's it for today."

There are other things I'd like to try using experience points for, but it's about time for the promised appointment.