Our Dharma Masters are like this.
Chapter 1: On Attributes
Chapter 1: On Attributes
Greywood Forest.
The layered tree canopy, like an impenetrable canopy, blocks out the moonlight, making the sounds of wind and insects particularly pleasing to the ear in the forest.
My head hurts...
Consciousness gradually returned to his mind, and his unfocused vision refocused.
Where is this...
Wang Dong looked around blankly, and the scene before him came into clear view.
A bonfire was burning brightly, a slightly dilapidated tent stood nearby, and three people were resting around the fire.
A very standard adventurer's wilderness campsite.
The problem is... how did I end up in this godforsaken place in the middle of the night?!
Wang Dong was startled.
As consciousness fully returned, a massive amount of memories flooded into the mind.
It took him quite a while to fully understand his current situation.
In short, I traveled through time.
He was no longer an ordinary passerby on Earth, but had transformed into a novice adventurer in another world—Zeril.
"Uh...I..."
Zelier subconsciously raised his hand to touch his face; the smooth and elastic skin was very different from that of his previous life.
This is to be expected, since his current physical age is only sixteen, making him a true teenager.
"What are you daydreaming about again, Zellir?"
The man by the campfire plopped down next to Zelil and put his arm around his shoulder in a grand manner.
Zellier tried to search his memory.
The other person's name is Gray, and he is a swordsman in this adventurer's party.
However, compared to his swordsmanship, Gray is clearly more adept at romance.
He had a head of brilliant blond hair that flowed down to his shoulders, and he always had a carefree and unrestrained smile on his face. He was a guy who knew how to please women.
The team also includes a ranger, Vales, who is said to be a half-elf.
It took Zellier a long time to discern a clue from his slightly pointed earlobes, and he wondered how many generations he had been involved in the cult.
Then came the squad leader, Marcus.
The tall, burly man with a buzz cut wore a hard leather vest, revealing his thick arms. He held a small round shield in his left hand and a battle knife in his right, giving off a reliable and safe feeling.
Finally, it's about yourself.
Zellir, a sixteen-year-old novice adventurer, is green and inexperienced, and his profession is...
Zellir perked up as he caught two words that really intrigued him—mage!
Yes, I was actually a mage.
Seeing that Zell hadn't spoken for a while, Gray assumed that he hadn't adapted to the environment yet, so he tightened his grip slightly.
"Relax, don't be so nervous. After this mission is over, I'll take you to the tavern in town to relax. Maybe I can even help you grow from a boy into a man."
"His head is full of tricks."
A disdainful snort came from across the campfire.
Ranger Vales looked at him with disdain. "Instead of wasting time and money, you should use it to improve your skills."
Perhaps it was because of the thin elven blood in Vales's body, but he always had a "keep away" expression on his face.
Zellier looked at the other person, and a soft, authentic Wu dialect phrase involuntarily popped into his head.
Damn it, you little brat, you think you can fool me?
"Valeas, are you elves all uninterested in reproduction?"
Gray smiled frivolously. "But I've heard your father is a philanderer. I bet you already have quite a few half-elf brothers, right?"
Vales' face turned ashen.
He hated philanderers as much as he hated his own father.
"Alright, save your energy."
A deep voice interrupted their argument as Captain Marcus stepped in to mediate.
“We’ve been wandering around the Graywood Forest for five days, and our supplies are running low. It’s time to head back. Zellir, you keep watch for the first half of the night, and Gray will keep watch for the second half. We’ll set off first thing tomorrow morning.”
The night gradually quieted down, and countless stars climbed into the sky.
After sorting through and exploring the original owner's memories, Zellier has gained a basic understanding of the magic system of this world.
Every mage possesses a Source Seed within their mind, from which magic is born.
To cast a spell, you must draw upon magic and complete a cycle along the spell's structure.
The so-called spell structure is similar to a circuit diagram. Every spell has its unique spell structure, and magical power must be drawn precisely along a predetermined path for it to succeed.
The only magic Zellir currently possesses is the fireball spell.
He exhaled slowly, closed his eyes, and focused his mind.
Magic flowed out of his sea of consciousness like water, and then completed its circulation in his mind.
Immediately, a tiny flame leaped from the fingertip.
So magic really is real.
Zellir stared at the flames, muttering to himself.
For a native of Earth, this scene was quite awe-inspiring.
This is not some street magic trick, but a real "magic" of starting a fire with bare hands.
However, given Zellir's strength, this is all he can do.
You can't expect a sixteen-year-old boy from a poor background who has learned all his magical knowledge on his own to know more.
The original owner had neither outstanding magical talent that would make major mages compete to take him as a disciple, nor did he have a fortune to hire a professional magic mentor.
Having lost both his parents, he thought long and hard and decided that the only thing he could do was join the Adventurers' Guild, take on commissions to earn some money, and then figure out his future.
This mission is not complicated; the goal is to hunt down the wolves in the Graywood Forest to eliminate the threat of wild animals.
It sounds quite dangerous, but the wolf isn't even a monster, and the three other than Zelier are quite experienced, so so far nothing has gone wrong.
Then, Zellier focused his mind slightly, and a virtual interface that only he could see slowly took shape.
Zellir: lv 1 (99/100)
Upgrading grants 4 attribute points.
Basic attribute: Each increase costs 1 point.
Power: 65
This is the preferred skill point allocation for physical warriors, as it directly and directly increases physical strength.
Want to break through a metal plate with your bare hands? Then choose strength!
It is related to poor constitution; 6 points of strength will increase constitution by 1 point.
Agility: 60
It is closely related to coordination and speed, and allows for maximum control over one's body.
To be an assassin, you need to be agile. No one would hire an assassin who can't even climb a wall. Plus, you can escape much faster if the mission fails.
Related to strength, 4 points of agility increase strength by 1 point.
Constitution: 68
Avant-garde and unparalleled best friend represents physical endurance.
In general, the stronger one's physique, the harder one can be beaten.
Related to strength, 4 points of constitution can increase strength by 1 point.
Spirit: 67
The mage's lifeblood can increase the upper limit of magic storage in the sea of consciousness, allowing the mage to unleash more fireballs.
It can also improve the quality of magic produced by the Source Seed, making each unit of magic more effective.
Intelligence: 66
Don't get me wrong, intelligence is not the same as IQ. A fool is still a fool.
However, increasing intelligence can enhance your comprehension ability. For example, warriors can quickly master combat skills, and mages can understand more complex spell structures.
As for the vanguard, all they need to do is go up and get hit; they don't need intelligence.
It is strongly correlated with charm; 4 points of intelligence increase charm by 1 point (intelligent people are always more likable).
Advanced attributes: Each increase costs 2 points.
Perception: 30
Improving the detection range and reaching a certain level of perception can even allow one to discover the enemy's weaknesses in battle, making it an essential skill for assassins to kill and rob.
Of course, this is the ideal situation.
At least if you click on it, your chances of surviving a sneak attack while you're sleeping are a little higher.
Charisma: 45
Wow, that's a versatile attribute!
While it may not benefit you in battle, it can be very useful in life.
For example, you could have the girl downstairs give you gifts from time to time, or you could be noticed by a rich woman from the capital during your adventures and live a carefree life as a gigolo (essential skill point for casual players).
Ultimate attribute: Each increase costs 4 points.
Luck: 41
If you don't call me, I'll make sure you choke to death next time you drink water.
Just kidding, luck is actually a very mysterious thing, related to all probability events.
To some extent, if you're lucky enough, there's no difference between 99 points of luck and 1 point of luck.
If you think you're the chosen one, then you should use your points elsewhere.
(End of this chapter)
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